
2
on if and how transport properties are affected as a result.
The model.—We introduce a minimalist model to show that
tracer-media interactions from the type mentioned above re-
sult in a drastic, qualitative, change of transport properties. To
this end, we consider a random walker that has some ability
to push away obstacles that block its path. We imagine an
n×nsquare arena where a fraction ρof the available sites are
occupied by obstacles. Taking nto be odd, we place a ran-
dom walker at the center of this arena. The random walk then
takes place according to the following rules which are illus-
trated in Fig. 1a. The walker can move into an unoccupied
neighbouring site, placed horizontally or vertically relative to
its position. In addition, even when a site is occupied by an
obstacle, the walker can move into this site while pushing the
obstacle one site forward, in its direction of motion. Yet, this
can only be done provided that the next site (in the direction
of motion) is vacant. Thus, the walker cannot push more than
one obstacle at a time. Finally, at each time step, the walker
chooses between all feasible moves with equal probability.
The model presented herein is inspired by the video game
Sokoban (Japanese for warehouse keeper), which was created
in 1981 by Hiroyuki Imabayashi. The premise of the game
is simple: The player, playing as the keeper, pushes boxes
around in a warehouse, in attempt to transport them to marked
storage locations. The rules of the game are similar to the rules
of the walk presented in Fig. 1. While being fairly simple
to play, solving Sokoban puzzles turns out to be a difficult
computational task. It was first proved to be NP-hard [47] and
was later shown to be PSPACE-complete [48].
An illustration of a trajectory of the Sokoban random walk
is given in panels (b) and (c) of Fig. 1. The initial configu-
ration of the arena is given in panel (b), and the trajectory of
the walk is illustrated in panel (c). Note that a simple random
walk, i.e., one that cannot push obstacles that stand in its path,
would have actually been caged by the initial configuration of
the arena. In contrast, the Sokoban was able to escape this
cage by pushing some of the obstacles surrounding it (high-
lighted in gray). More generally, we expect that the ability to
push obstacles will enable the Sokoban random walk to ven-
ture further away from its initial position when compared to
a simple random walk without this pushing ability (“ant in a
labyrinth”).
Monte Carlo simulations.—To test this hypothesis, we sim-
ulate the Sokoban and simple random walks, for a large num-
ber of randomly generated and sufficiently large arenas, so
as to completely avoid boundary effects. In Fig. 2a we plot
the mean squared displacement, given by MSD(t) = hr2(t)i,
where r(t)is the Euclidean distance to the initial position at
time t, and h·i indicates an ensemble average over all gen-
erated walks. Plots are made for the Sokoban (purple) and
simple (yellow) random walks at three different obstacle den-
sities. As expected, in the long time limit, the MSD of the
Sokoban is significantly higher compared to the MSD of the
simple random walk. As a result, the Sokoban explores larger
portions of the arena as illustrated by the trajectories given in
Fig. 2b. Further illustration of the Sokoban walk is provided
SOKOBAN
1 100 104106
1
10
100
1000
104
105
106
Time
MSD
Simple
ρ = 0.50
ρ = 0.45
ρ = 0.55
SOKOBAN
Simple
FIG. 2. Sokoban vs. simple random walk. Panel (a): Mean squared
displacement (MSD) of a simple random walk (yellow) and the
Sokoban random walk (purple) as a function of time, for three dif-
ferent obstacle densities: ρ=0.45,0.5,0.55. In the long time limit,
the MSD of the Sokoban is orders of magnitude higher compared to
the MSD of the simple random walk. Panel (b): Trajectories of the
simple (yellow) and Sokoban (purple) random walks, starting in an
identical arena with ρ=0.5. The difference in MSD is evident.
in a supplementary video (SV1.avi).
All densities in Fig. 2 were taken to be above the 2D site-
percolation threshold, namely, the critical density ρc'0.407
[49], above which the simple random walk eventually be-
comes restricted (caged). The fact that for these densities the
Sokoban was able to explore larger portions of the arena, hints
that the critical density for this walk should be higher than, or
equal to, the percolation threshold; allowing the Sokoban to
roam unbounded when the density of obstacles drops below
ρc. However, when simulating the Sokoban for ρ<ρc, we
surprisingly find that its MSD still saturates in the long time
limit. An example is given in panels (a-c) of Fig. 3, where
we take ρ=0.4, and present a time evolution of a typical
Sokoban trajectory. Snapshots are taken for t=105,106and
107. For t>
∼107the walk does not visit new sites, indicating
it is indeed confined (see Fig. S1 [50]).
Further evidence that the Sokoban random walk dynami-
cally confines itself at densities lower than the percolation
threshold comes from extensive numerical simulations that
we perform for this system. Defining the exploration radius
r∞=limt→∞pMSD(t), i.e., the level at which the square root
of the MSD saturates, we plot this quantity as a function of
ρfor the Sokoban and simple random walks (Fig. 3d). As
expected, for the simple random walk r∞diverges when ρap-
proaches ρc'0.407 from above; indicating the existence of a
critical density beyond which the walk is no longer confined.
However, for the Sokoban random walk we find that r∞is fi-
nite for all values of ρsampled.
The results presented in panels (a-d) of Fig. 3 assert that the
critical density of the Sokoban random walk cannot be higher
than the percolation threshold. Thus, if such critical density
even exists, it must be lower than the percolation threshold.
Alternatively, it is possible that the Sokoban random walk
does not have a critical density and that this walk dynami-
cally confines itself at every positive obstacle density ρ>0.
One way to try and find out will be to simulate this system for