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The coworld
SA Sokoban: one cog alone in a 10x10 walled room with four crates and four marked squares.
The players are AI policies. It can walk, and when it walks into a crate the crate slides one square ahead of it. It can NEVER pull. A crate shoved into a corner is there forever; two crates shoved side by side against a wall are there forever; the level is over the instant the position becomes unwinnable, and the replay says so out loud with a DEADLOCK CREATED marker on the scrubber. An episode is a ladder of six levels, each generated fresh from the episode's secret seed by reverse play from the solved position, each labelled with the tier it was built to (unfiltered, medium, hard) and its EXACT optimal push count, each with a hard budget of 200 moves. Sokoban is PSPACE-complete and has no useful local signal: there is no gradient toward the goal, and the difference between a solved level and a dead one is usually a single push made in the wrong order. The league reads one number: the tier-weighted count of levels solved, with crates parked as the tie-break and moves saved as the tie-break after that.