Sokoban permits pushing crates but not pulling them, so every push must preserve the player's access and a route to the target. Identify dead corners, wall traps, and narrow corridors before moving a crate. Work backward from goals to required approach squares, then sequence crates so one does not block another. Walking is cheap; irreversible pushes are the real decisions. For a level issue, include full map, crate and goal positions, player position, and move sequence.