How to solve Sokoban without guessing
Sokoban is solved by planning pushes, not by minimizing walking first. A useful plan works backward from targets, protects access sides and delays irreversible pushes until their consequences are clear.
Work backward from targets
For each target, ask from which adjacent square the final push must arrive and where the player must stand. A target against a wall often has only one viable approach. Reserve the compatible crate before moving anything.
Choose crate order
The nearest crate is not always the right crate. A finished crate behaves like a wall, so solve constrained targets before flexible targets and keep shared lanes open for crates that still need to cross.
Use staging squares
A staging square is a reversible place where a crate can wait while the player changes sides. Prefer central open squares over edges. Before staging, verify that the player can reach at least one useful pushing side afterward.
Review every push
Walking is usually reversible; pushing may not be. Before each push, check the destination, the next standing square and whether another crate loses its only route. Undo is a planning tool, not a failure penalty.