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Maze generation algorithm

Maze generation algorithm is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Maze generation algorithm rather than just read about it. In short: Maze generation algorithms are automated methods for the creation of mazes. Graph theory based methods A maze can be generated by starting with a predetermined arrangement of cells (most commonly a rectangular grid but other arrangements are possible) with wall sites between them.

Maze generation algorithm — main illustration
Maze generation algorithm — illustration

Key takeaways

  • Maze generation algorithm belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Maze generation algorithm to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Maze generation algorithm from memory before moving on to harder problems.

Reference excerpt

Maze generation algorithms are automated methods for the creation of mazes.

Graph theory based methods

A maze can be generated by starting with a predetermined arrangement of cells (most commonly a rectangular grid but other arrangements are possible) with wall sites between them. This predetermined arrangement can be considered as a connected graph with the edges representing possible wall sites and the nodes representing cells. The purpose of the maze generation algorithm can then be considered to be making a subgraph in which it is challenging to find a route between two particular nodes. If the subgraph is not connected, then there are regions of the graph that are wasted because they do not contribute to the search space. If the graph contains loops, then there may be multiple paths between the chosen nodes. Because of this, maze generation is often approached as generating a random spanning tree. Loops, which can confound naive maze solvers, may be introduced by adding random edges to the result during the course of the algorithm. The animation shows the maze generation steps for a graph that is not on a rectangular grid. First, the computer creates a random planar graph G shown in blue, and its dual F shown in yellow. Second, the computer traverses F using a chosen algorithm, such as a depth-first search, coloring the path red. During the traversal, whenever a red edge crosses over a blue edge, the blue edge is removed. Finally, when all vertices of F have been visited, F is erased and two edges from G, one for the entrance and one for the exit, are removed.

Randomized depth-first search

This algorithm, also known as the "recursive backtracker" algorithm, is a randomized version of the depth-first search algorithm. Frequently implemented with a stack, this approach is one of the simplest ways to generate a maze using a computer. Consider the space for a maze being a large grid of cells (like a large chess board), each cell starting with four walls. Starting from a random cell, the computer then selects a random neighbouring cell that has not yet been visited. The computer removes the wall between the two cells and marks the new cell as visited, and adds it to the stack to facilitate backtracking. The computer continues this process, with a cell that has no unvisited neighbours being considered a dead-end. When at a dead-end it backtracks through the path until it reaches a cell with an unvisited neighbour, continuing the path generation by visiting this new, unvisited cell (creating a new junction). This process continues until every cell has been visited, causing the computer to backtrack all the way back to the beginning cell. We can be sure every cell is visited. As given above this algorithm involves deep recursion which may cause stack overflow issues on some computer architectures. The algorithm can be rearranged into a loop by storing backtracking information in the maze itself. This also provides a quick way to display a solution, by starting at any given point and backtracking to the beginning.

Mazes generated with a depth-first search have a low branching factor and contain many long corridors, because the algorithm explores as far as possible along each branch before backtracking.

Recursive implementation

The depth-first search algorithm of maze generation is frequently implemented using backtracking. This can be described with a following recursive routine:

Given a current cell as a parameter Mark the current cell as visited While the current cell has any unvisited neighbour cells Choose one of the unvisited neighbours Remove the wall between the current cell and the chosen cell Invoke the routine recursively for the chosen cell which is invoked once for any initial cell in the area.

Iterative implementation (with stack) A disadvantage of the first approach is a large depth of recursion – in the worst case, the routine may need to recur on every cell of the area being processed, which may exceed the maximum recursion stack depth in many environments. As a solution, the same backtracking method can be implemented with an explicit stack, which is usually allowed to grow much bigger with no harm.

Choose the initial cell, mark it as visited and push it to the stack While the stack is not empty Pop a cell from the stack and make it a current cell If the current cell has any neighbours which have not been visited Push the current cell to the stack Choose one of the unvisited neighbours Remove the wall between the current cell and the chosen cell Mark the chosen cell as visited and push it to the stack

Iterative randomized Kruskal's algorithm (with sets)

This algorithm is a randomized version of Kruskal's algorithm.

Create a list of all walls, and create a set for each cell, each containing just that one cell. For each wall, in some random order: If the cells divided by this wall belong to distinct sets: Remove the current wall. Join the sets of the formerly divided cells. There are several data structures that can be used to model the sets of cells. An efficient implementation using a disjoint-set data structure can perform each union and find operation on two sets in nearly constant amortized time (specifically, O ( α ( V ) ) {\displaystyle O(\alpha (V))} time; α ( x ) < 5 {\displaystyle \alpha (x)<5} for any plausible value of x {\displaystyle x} ), so the running time of this algorithm is essentially proportional to the number of walls available to the maze. It matters little whether the list of walls is initially randomized or if a wall is randomly chosen from a nonrandom list, either way is just as easy to code. Because the effect of this algorithm is to produce a minimal spanning tree from a graph with equally weighted edges, it tends to produce regular patterns which are fairly easy to solve.

Iterative randomized Prim's algorithm (without stack, without sets)

This algorithm is a randomized version of Prim's algorithm.

… excerpt ends here. Continue reading the full article.

Illustrations

Maze generation algorithm: A maze generated by a modified version of Prim's algorithm
A maze generated by a modified version of Prim's algorithm
Maze generation algorithm: Animation of graph theory based method (randomized depth-first search)
Animation of graph theory based method (randomized depth-first search)
Maze generation algorithm: A different animation of a generator using depth-first search
A different animation of a generator using depth-first search
Maze generation algorithm: Horizontal Passage Bias
Horizontal Passage Bias
Maze generation algorithm: Maze generation animation using Wilson's algorithm (gray represents an ongoing random walk). Once built the maze is solved using depth first search.
Maze generation animation using Wilson's algorithm (gray represents an ongoing random walk). Once built the maze is solved using depth first search.

Worked examples

Example 1 — a first encounter with Maze generation algorithm

Start with the simplest possible case. Write down what Maze generation algorithm claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Maze generation algorithm before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Maze generation algorithm ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Maze generation algorithm

In research
Maze generation algorithm appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Maze generation algorithm in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Maze generation algorithm is common in secondary-school and first-year university syllabi. It links to neighbouring topics Algorithms, Mazes, Random graphs, so understanding it makes those chapters shorter.
In everyday life
Look for Maze generation algorithm outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Maze generation algorithm in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Maze generation algorithm means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Maze generation algorithm out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Maze generation algorithm in simple terms?

Maze generation algorithms are automated methods for the creation of mazes. Graph theory based methods A maze can be generated by starting with a predetermined arrangement of cells (most commonly a rectangular grid but other arrangements are possible) with wall sites between them.

Why does Maze generation algorithm matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Maze generation algorithm?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Maze generation algorithm.

Tags

  • Algorithms
  • Mazes
  • Random graphs

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