The article discusses simulating movements in a Sokoban puzzle game through algorithms.Different movement scenarios are considered, such as moving onto empty spaces, walls, and objects.The algorithm involves tracking positions, recalculating moves for object interactions, and handling swaps.The program logic is iteratively refined to ensure accurate movement simulation.Debugging is crucial to identify and resolve issues in the algorithm implementation.The author successfully implements the algorithm for part 1 of the puzzle.After verifying correctness with test inputs, the algorithm is run on the actual puzzle input.The author calculates scores based on box positions to determine the final answer.The algorithm yields correct results for both the example and puzzle inputs.Despite the challenges in part 1, the author decides not to attempt the more complex part 2.