I wonder: maybe the state is overly compressed? Could it speed things up to store (boxes, [every position the keeper can reach without pushing]) rather than (boxes, representative keeper position), so we can reduce recomputation of the player walking around?
I wonder: maybe A* is counterproductive, as obvious heuristics have traps? Maybe BFS is better?
I wonder: the search doesn't actually "skip over" walking states, it just hides them in the processing of each element in the queue, so adding them to the queue might actually be faster?
I wonder: are there any additional cool state pruning techniques out there?
Many interesting questions... sadly, the webpage is written by AI, so there's zero discussion of these tradeoffs, future avenues, or rejected ideas, in favor of meaningless, self-congratulatory copy about the "provable optimum" and silly claims like a bucket queue being allocation-free.
GPerson•36m ago
Seems to be AI in the older sense from 10 years ago?