Project investigating predictors of enjoyment ratings in Sokoban. Published at CogSci 2025:
Chu, J., Zheng, K., and Fan, J. E. (2025). What makes people think a puzzle is fun to solve? Proceedings of the 47th Annual Meeting of the Cognitive Science Society.
- Study 1 (online corpus): Examining natural variation in puzzle features and enjoyment "in the wild"
- Study 2 (experiment): Impact of puzzle-solving experience on enjoyment ratings
analysis(akanotebooks): This directory will typically contain jupyter/Rmd notebooks for exploratory code development and data analysis.experiments: This will contain experimental code for collecting human behavioral data. It may contain task code for evaluating computational models' behavior.plans: This directory contains any study plansresults: This directory is meant to contain "intermediate" results of computational/behavioral experiments.csv: tidy dataframes used for analysis.plots: analysis plots, which may be additionally polished and formatted for figures in a publication.
stimuli: This directory contains any download/preprocessing scripts for data that are inputs to this project. This include scripts that upload materials to the labstimuliMongoDB database for web experiments.utils: This directory contains any files defining helper functions.writing: This directory contains files for generating the paper
- Create virtual environment
python3 -m venv .venv
- Activate virtual environment
source .venv/bin/activate
- Install required packages
python3 -m pip install -r requirements.txt
We scraped puzzles and metadata from SokobanOnline.com to analyze what puzzle features account for variation in puzzle like rates.
We use a JS implementation of Sokoban. Players control the turtle and try to turn grey pebbles into purple gems, by pushing pebbles onto yellow goal tiles. In this version, players can reset the level and undo previous moves.
We ran an experiment to see what makes people think a puzzle is fun to solve. Stimuli comprised 3 sets of 8 puzzles, for a total of 24 puzzles. Over an experimental session, participants completed a pretest Window Shopping task, a Puzzle testing task, and a posttest Window Shopping task. Each participant received a different puzzle set for each task, with set order counterbalanced across participants.
Participants saw pairs of puzzles and judged which seemed more enjoyable/difficult. Participants completed 8 comparison trials, seeing each puzzle twice (with a different competitor). Participants could not interact with the puzzle.
Participants attempted 8 puzzles and rated how enjoyable or difficult each puzzle was. Each attempt lasted 5 minutes (or shorter if the puzzle was solved sooner). Rating condition was between-subjects.
Participants were not incentived for accuracy or speed, only for study completion.


