Maze Classification
Mazes in general (and hence algorithms to create Mazes)
can be organized along seven different classifications. These are:
Dimension, Hyperdimension, Topology, Tessellation, Routing, Texture, and Focus.
A Maze can take one item from each of the classes in any combination.
Dimension: The dimension class is basically how many dimensions
in space the Maze covers. Types are:
- 2D: Most Mazes,
either on paper or life size, are this dimension, where it's always
possible to display the plan on the sheet of paper and navigate
it without overlapping any other passages in the Maze.
- 3D: A three dimensional
Maze is one with multiple levels, where (in the orthogonal case
at least) passages may go up and down in addition to the four
compass directions. A 3D Maze is often displayed as an array of
2D levels, with "up" and "down" staircase
indicators.
- Higher dimensions:
It's possible to have 4D and higher dimension Mazes. These are
often rendered as 3D Mazes, with special "portals" to
travel through the 4th dimension, e.g. "past" and "future"
portals.
- Weave: A weave
Maze is basically a 2D (or more accurately a 2.5D) Maze, but where
passages can overlap each other. In display it's generally obvious
what's a dead end and what's a passage that goes under another.
Life size Mazes that have bridges connecting one portion of the
Maze to another are partially Weave.
Hyperdimension: The hyperdimension class refers to the dimension of
the object you move through the Maze, as opposed to the dimension of the Maze
environment itself. Types are:
- Non-hypermaze: Virtually all
Mazes, even those in higher dimensions or with special rules, are normal non-hypermazes. In them you
work with a point or small object, such as a marble or yourself, which you
move from point to point, where the path behind you forms a line. There's an easily
countable number of choices
at each point.
- Hypermaze: A hypermaze is where
the solving object is more than just a point. A standard hypermaze (or a
hypermaze of the 1st order) consists of a line where as you bend and move it
the path behind it forms a surface. A hypermaze can only exist in a 3D or
higher dimension environment, where the entrance to a hypermaze is also a line
instead of a point. A hypermaze is fundamentally different since you need to
be aware of and work with multiple parts along the line at the same time,
where there's nearly an infinite number of states and things you can do with
the line at any time. The solving line is infinite, or the endpoints are fixed
outside the hypermaze, to prevent one from crumpling the line into a point, which could then be treated as
a non-hypermaze.
- Hyperhypermaze: Hypermazes can
be of arbitrarily high dimension. A hyperhypermaze (or a hypermaze of the 2nd
order) increases the dimension of the solving object again. Here the solving
object is a plane, where as you move it the path behind you forms a solid. A
hyperhypermaze can only exist in a 4D or higher dimension environment.
Topology: The topology class describes the geometry of
the space the Maze exists in. Types are:
- Normal: This
is a standard Maze in Euclidean space.
- Planair: The term "planair"
refers to any Maze with an abnormal topology. This usually means
connecting the edges of the Maze in interesting fashions. Examples
are Mazes on the surface of a cube, Mazes on the surface of a
Moebius strip, and Mazes that are equivalent to being on a torus
with the left and right sides wrapping and the top and bottom
wrapping.
Tessellation: The tessellation class is the geometry of
the individual cells that compose the Maze. Types are:
- Orthogonal:
This is a standard rectangular grid where cells have passages
intersecting at right angles.
- Delta: A Delta
Maze is one composed of interlocking triangles, where each cell
may have up to three passages connected to it.
- Sigma: A Sigma
Maze is one composed of interlocking hexagons, where each cell
may have up to six passages connected to it.
- Theta: Theta Mazes
are composed of concentric circles of passages, where the start
or finish is in the center, and the other on the outer edge.
Cells usually have four possible passage connections, but may
have more due to the greater number of cells in outer passage rings.
- Upsilon: Upsilon
Mazes are composed of interlocking octagons and squares, where
each cell may have up to eight or four possible passages connected
to it.
- Zeta: A Zeta Maze
is on a rectangular grid, except 45 degree angle diagonal passages
between cells are allowed in addition to horizontal and vertical
ones.
- Omega: The term
"omega" refers to most any Maze with a consistent non-orthogonal
tessellation. Delta, Sigma, and Theta Mazes are all of this type,
as are many other arrangements one can think up, e.g. a Maze composed
of pairs of right triangles.
- Fractal: A fractal Maze is a
Maze composed of smaller Mazes, i.e. a large Maze with other Mazes tessellated
within each cell, where the process may be repeated multiple times. Another
type of fractal Maze is a true fractal, where the Maze contains copies of itself, and
is in effect an infinitely large Maze.
- Crack: A crack
Maze is an amorphous Maze without any consistent tessellation,
but rather has walls or passages at random angles.
Routing: The routing class is probably the most interesting
with respect to Maze generation itself. It refers to the types
of passages within whatever geometry defined in the categories
above.
- Perfect: A "perfect"
Maze means one without any loops or closed circuits, and without
any inaccessible areas. Also called a simply-connected Maze. From
each point, there is exactly one path to any other point. The
Maze has exactly one solution. In Computer Science terms, such
a Maze can be described as a minimal spanning tree over the set
of cells.
- Braid: A "braid"
Maze means one without any dead ends. Also called a purely multiply
connected Maze. Such a Maze uses passages that coil around and
run back into each other (hence the term "braid") and
cause you to spend time going in circles instead of bumping into
dead ends. A well-designed braid Maze can be much harder than
a perfect Maze of the same size.
- Unicursal: A
unicursal Maze means one without any junctions. Sometimes the
term Labyrinth is used to refer to constructs of this type, where
"Maze" means a puzzle where choices are involved. A
unicursal Maze has just one long snake-like passage that coils
throughout the extent of the Maze. It's not really difficult unless
you accidentally get turned around half way through and make your
way back to the beginning again.
- Partial braid: A partial braid Maze is just a mixed
Maze with both loops and dead ends in it. The word "braid"
can be used quantitatively, where a "heavily braid Maze"
means one with many loops or detached walls, and a "slightly
braid Maze" means one with just a few.
Texture: The texture class is subtle, and describes the
style of the passages in whatever routing in whatever geometry.
They're not really on/off flags as much as general themes. Here
are several example variables one can look at:
- Bias: A biased Maze
is one with straightaways that tend to go in one direction more
than the others. For example, a Maze with a high horizontal bias
will have long left-right passages, and only short up-down passages
connecting them. A Maze is usually more difficult to navigate
"against the grain".
- Run: The "run"
factor of a Maze is how long straightaways tend to go before forced
turnings present themselves. A Maze with a low run won't have
straight passages for more than three or four cells, and will
look very random. A Maze with a high run will have long passages
going across a good percentage of the Maze, and will look similar
to a microchip.
- River: The "river" characteristic means that
when creating the Maze, the algorithm will look for and clear
out nearby cells (or walls) to the current one being created,
i.e. it will flow (hence the term "river") into uncreated
portions of the Maze like water. A perfect Maze with less "river"
will tend to have many short dead ends, while a Maze with more
river will have fewer but longer dead ends.
Focus: The focus class is obscure, but shows that Maze
creation can be divided into two general types: Wall adders, and
passage carvers. This is more of an algorithmic difference when
generating, as opposed to a visual difference when observing,
but is still useful to consider. The same Maze can be often generated
in both ways:
- Wall adders: Algorithms that focus on walls start with
an empty area (or an outer boundary) and add walls. In real life,
a life size Maze composed of hedges, tarps, or wood walls, is
a definite wall adder.
- Passage carvers: Algorithms that focus on passages
start with a solid block and carve passages. In real life, a Maze
composed of mine tunnels, or running in the inside of pipes, is
a passage carver.
- Template: Mazes can of course be both passage carved
and wall added, and some computer algorithms do just that. A Maze
template refers to a general graphic that isn't a Maze, which
is then modified to be a valid Maze in as few steps as possible,
but still has the texture of the original graphic template. Complicated
Maze styles like interlocking spirals are easier to do on a computer
as templates, as opposed to trying to create a valid Maze while
keeping it conforming to whatever style at the same time.
Other: The above is by no means a comprehensive list of
all possible classes or items within each class. (They're just
the types of Mazes I've actually created. :-) Another class to
explore is direction, where
certain passages can only be traveled in one way. (In Computer
Science terms, such a Maze would be described by a directed graph,
as opposed to an undirected graph like all the others.) Also a
Maze can have different sections of its area falling in different classes, where
such a Maze is considered segmented. Note
most every type of Maze, including Mazes with special rules, can be expressed as
a directed graph, where you have a finite number of states and a finite number
of choices at each state, which is called Maze
equivalence.
Maze Creation Algorithms
The algorithm list:
- Perfect: Creating
a standard perfect Maze usually involves "growing" the Maze
while ensuring the no loops and no isolations restriction is kept.
Start with the outer wall, and add a wall segment touching it
at random. Keep on adding wall segments to the Maze at random,
but ensure that each new segment touches an existing wall at one
end, and has its other end in an unmade portion of the Maze. If
you ever added a wall segment where both ends were separate from
the rest of the Maze, that would create a detached wall with a
loop around it, and if you ever added a segment such that both
ends touch the Maze, that would create an inaccessible area. This
is the wall adding method; a nearly identical way to do it is
passage carved, where new passage sections are carved such that
exactly one end touches an existing passage.
- Braid: To create
a Maze without dead ends, basically add wall segments throughout
the Maze at random, but ensure that each new segment added will
not cause a dead end to be made. I make them with four steps:
(1) Start with the outer wall, (2) Loop through the Maze and add
single wall segments touching each wall vertex to ensure there
are no open rooms or small "pole" walls in the Maze,
(3) Loop over all possible wall segments in random order, adding
a wall there if it wouldn't cause a dead end, (4) Either run the
isolation remover utility at the end to make a legal Maze that
has a solution, or be smarter in step three and make sure a wall
is only added if it also wouldn't cause an isolated section.
- Unicursal: One
way to create a random unicursal Maze is to take a perfect Maze,
seal off the exit so there's only the one entrance, then add walls
bisecting each passage. This will turn each dead end into a U-turn
passageway, and there will be a unicursal passage starting and
ending at the original Maze's beginning, that will follow the
same path as someone wall following the original Maze. The new
unicursal Maze will have twice the dimensions of the original
perfect Maze it was based on. Small tricks may be done to have
the start and end not always be next to each other: When creating
the perfect Maze, never add segments attached to the right or
bottom walls, so the resulting Maze will have an easy solution
that follows that wall. Have the entrance at the upper right,
and after bisecting to create the unicursal routing, remove the
right and bottom wall. This will result in a unicursal Maze that
starts at the upper right and ends at the lower left.
- 3D: Three and higher
dimensional Mazes can be created just like the standard 2D perfect
Maze, except from each cell you can move randomly to six instead
of four other orthogonal cells. These Mazes are generally passage
carved due to the extra dimensions.
- Weave: Weave Mazes
are basically done as passage carved perfect Mazes, except when
carving a passage you're not always blocked by an existing passage,
as you have the option to go under it and still preserve the "perfect"
quality. On a monochrome bitmap, a Weave Maze can be represented
with four rows per passage (two rows per passage is enough for
a standard perfect Maze) where you have one row for the passage
itself and the other three rows to make it unambiguous when another
nearby passage goes under instead of just having a dead end near
the first passage. For aesthetics you may want to look ahead before
carving under an existing passage, to ensure you can continue
to carve once you're completely under it, so there won't be any
dead ends that terminate under a passage. Also, after carving
under a passage, you may want to invert the pixels adjacent to
the intersection, making it so newer passages can go over instead
of always under existing ones.
- Crack: Crack Mazes
are basically done as wall added perfect Mazes, except there are
no distinct tessellation cells other than random pixel locations.
Pick a pixel that's already set as a wall, pick another random
location, and "shoot" or start drawing a wall toward
the second location. However, make sure you stop just before running
into any existing wall, so as not to create an isolation. Stop
after you haven't been able to add any significant walls in a
while. Note that random locations to draw to that may be anywhere
else in the Maze, will make it so there will be several straight
lines going across the Maze, and other proportionally smaller
walls as you look between them, the number of walls only being
limited by the pixel resolution. This makes the Maze look very
much like the surface of a leaf, so this is technically a fractal
Maze.
- Omega: Omega style
Mazes involve defining some grid, defining how the cells link
up with each other, and how to map the vertexes that surround
each cell to the screen. For example, for the triangular Delta
Maze with interlocking triangular cells: (1) There's a grid where
each row has a number of cells that increases by two. (2) Each
cell is connected to the cells adjacent to it in that row, except
the third passage is linked to an appropriate cell in the row
above or below based on whether it's in an odd or even column
(i.e. whether the triangle is pointing up or down). (3) Each cell
uses the math for a triangle to figure out where to draw it on
the screen. You can draw all walls on the screen ahead of time
and passage carve the Maze, or keep some modified array in memory
and render the whole thing when complete.
- Hypermaze: A hypermaze in a 3D
environment is similar to the reverse of a standard 3D non-hypermaze, where
blocks become open spaces and vice versa. While a standard 3D Maze consists of
a tree of passages through a solid area, a hypermaze consists of a tree of
bars or vines through an open area. To create a hypermaze, start with solid
top and bottom faces, then grow tangled vines from these faces to fill the
space between, to make it harder to pass a line segment between the two faces.
As long as each vine connects with either the top or bottom, the hypermaze
will have at most a single solution. As long as no vine connects with both the
top and bottom (which would form a column) the hypermaze will be solvable.
- Planair: Planair Mazes
with unusual topology are generally done as an array of one or
more smaller Mazes or Maze sections, where it's defined how the
edges connect with each other. A Maze on the surface of a cube
is just six square Maze sections, where when the part being created
runs into an edge it flows onto another section and onto the right
edge appropriately.
- Template: Mazes based on templates are done by simply
starting with the base template image, then running the isolation
remover to ensure the Maze has a solution, followed by the loop
remover to ensure the Maze is hard enough, resulting in a perfect
Maze that still looks very similar to the original image. For
example, to create a Maze composed of interlocking spirals, just
create some random spirals without worrying whether it's a Maze
or not, then run it through the isolation and loop removers.
Perfect Maze Creation Algorithms
There are a number of ways of creating perfect Mazes, each with its own characteristics. Here's a list of specific algorithms. All of these
describe creating the Maze by carving passages,
however unless otherwise specified each can also be done by adding walls:
- Recursive backtracker:
This is somewhat related to the recursive backtracker solving
method described below, and requires stack up to the size of the
Maze. When carving, be as greedy as possible, and always carve
into an unmade section if one is next to the current cell. Each
time you move to a new cell, push the former cell on the stack.
If there are no unmade cells next to the current position, pop
the stack to the previous position. The Maze is done when you
pop everything off the stack. This algorithm results in Mazes
with about as high a "river" factor as possible, with
fewer but longer dead ends, and usually a very long and twisty
solution. It runs quite fast, although Prim's algorithm is a bit
faster. Recursive backtracking doesn't work as a wall adder, because doing so
tends to result in a solution path that follows the outside edge, where the
entire interior of the Maze is attached to the boundary by a single stem.
- Prim's algorithm:
This requires storage proportional to the size of the Maze. During
creation, each cell is one of three types: (1) "In":
The cell is part of the Maze and has been carved into already,
(2) "Frontier": The cell is not part of the Maze and
has not been carved into yet, but is next to a cell that's already
"in", and (3) "Out": The cell is not part
of the Maze yet, and none of its neighbors are "in"
either. Start by picking a cell, making it "in", and
setting all its neighbors to "frontier". Proceed by
picking a "frontier" cell at random, and carving into
it from one of its neighbor cells that are "in". Change
that "frontier" cell to "in", and update any
of its neighbors that are "out" to "frontier".
The Maze is done when there are no more "frontier" cells
left (which means there are no more "out" cells left
either, so they're all "in"). This algorithm results
in Mazes with a very low "river" factor, with many
short dead ends, and the solution is usually pretty direct as
well. It also runs very fast when
implemented right, with only Eller's algorithm being faster.
- Kruskal's algorithm:
This algorithm is interesting because it doesn't "grow"
the Maze like a tree, but rather carves passage segments all over
the Maze at random, but yet still results in a perfect Maze in
the end. It requires storage proportional to the size of the Maze,
along with the ability to enumerate each edge or wall between
cells in the Maze in random order (which usually means creating
a list of all edges and shuffling it randomly). Label each cell
with a unique id, then loop over all the edges in random order.
For each edge, if the cells on either side of it have different
id's, then erase the wall, and set all the cells on one side to
have the same id as those on the other. If the cells on either
side of the wall already have the same id, then there already
exists some path between those two cells, so the wall is left
alone so as to not create a loop. This algorithm yields Mazes
with a low "river" factor, but not as low as Prim's
algorithm. Merging the two sets on either side of the wall will
be a slow operation if each cell just has a number and are merged
by a loop. Merging as well as lookup can be done in near constant
time by giving each cell a node in a tree structure, with the
id at the root, where merging is done quickly by splicing the
trees together. Done right, this algorithm runs reasonably fast,
but not as fast as either of the above two, because of the edge
list and set management.
- Aldous-Broder algorithm:
The interesting thing about this algorithm is it generates all possible Mazes of a
given size with equal probability. It also requires no extra storage or stack.
Pick a point, and move to a neighboring cell at random. If an uncarved cell is
entered, carve into it from the previous cell. Keep moving to neighboring
cells until all cells have been carved into. This algorithm yields Mazes with
a low "river" factor, only slightly higher than Kruskal's algorithm.
(This means for a given size there are more Mazes with a low "river"
factor than high "river", since an average equal probability Maze
has low "river".) The bad thing about this algorithm is that it's
very slow, since it doesn't do any intelligent hunting for the last cells,
where in fact it's not even guaranteed to terminate. However since the
algorithm is simple it can move over many cells quickly, so finishes faster
than one might think. On average it takes about seven times longer to run than
the above algorithms, although in bad cases it can take much longer if the
random number generator keeps making it avoid the last few cells. This can be
done as a wall adder if the boundary wall is treated as a single vertex, i.e.
if a move goes to the boundary wall, teleport to a random point along the
boundary before moving again. As a wall adder this runs nearly twice as fast,
because the boundary wall teleportation allows quicker access to distant parts
of the Maze.
- Wilson's algorithm:
This is an improved version of the Aldous-Broder algorithm, in that it produces
Mazes exactly like that algorithm, with all possible Mazes generated with
equal probability, except that Wilson's algorithm runs much faster. It
requires storage up to the size of the Maze. Begin by making a random starting
cell part of the Maze. Proceed by picking a random cell not already part of
the Maze, and doing a random walk until a cell is found which is already part
of the Maze. Once the already created part of the Maze is hit, go back to the
random cell that was picked, and carve along the path that was taken, adding
those cells to the Maze. More specifically, when retracing the path, at each
cell carve along the direction that the random walk most recently took when it
left that cell. That avoids adding loops along the retraced path, resulting in
a single long passage being appended to the Maze. The Maze is done when all
cells have been appended to the Maze. This has similar performance issues as
Aldous-Broder, where it may take a long time for the first random path to find
the starting cell, however once a few paths are in place, the rest of the Maze
gets carved quickly. On average this runs five times faster than Aldous-Broder,
and takes less than twice as long as the top algorithms. Note this runs twice
as fast when implemented as a wall adder, because the whole boundary wall
starts as part of the Maze, so the first walls are connected much quicker.
- Eller's algorithm:
This algorithm is special because it's not only faster than all the others,
but its creation is also the most memory efficient. It doesn't even require
the whole Maze to be in memory, only using storage proportional to the size of
a row. It creates the Maze one row at a time, where once a row has been
generated, the algorithm no longer looks at it. Each cell in a row is
contained in a set, where two cells are in the same set if there's a path
between them through the part of the Maze that's been made so far. This
information allows passages to be carved in the current row without creating
loops or isolations. This is actually quite similar to Kruskal's algorithm,
just this completes one row at a time, while Kruskal's looks over the whole
Maze. Creating a row consists of two parts: Randomly connecting
adjacent cells within a row, i.e. carving horizontal passages, then randomly
connecting cells between the current row and the next row, i.e. carving
vertical passages. When carving horizontal passages, don't connect cells
already in the same set (as that would create a loop), and when carving
vertical passages, you must connect a cell if it's a set of size one (as
abandoning it would create an isolation). When carving horizontal passages,
when connecting cells union the sets they're in (since there's now a path
between them), and when carving vertical passages, when not connecting a cell
put it in a set by itself (since it's now disconnected from the rest of the
Maze). Creation starts with each cell in its own set before connecting cells
within the first row, and creation ends after connecting cells within the last
row, with a special final rule that every cell must be in the same set by the
time we're done to prevent isolations. (The last row is done by connecting
each pair of adjacent cells if not already in the same set.) One issue with this algorithm is that
it's not balanced with respect to how it treats the different edges of the
Maze, where connecting vs. not connecting cells need to be done in the right
proportions to prevent texture blemishes.
- Growing tree algorithm:
This is a general algorithm, capable of creating Mazes of different
textures. It requires storage up to the size of the Maze. Each
time you carve a cell, add that cell to a list. Proceed by picking
a cell from the list, and carving into an unmade cell next to
it. If there are no unmade cells next to the current cell, remove
the current cell from the list. The Maze is done when the list
becomes empty. The interesting part that allows many possible
textures is how you pick a cell from the list. For example, if
you always pick the most recent cell added to it, this algorithm
turns into the recursive backtracker. If you always pick cells
at random, this will behave similarly but not exactly to Prim's
algorithm. If you always pick the oldest cells added to the list,
this will create Mazes with about as low a "river" factor
as possible, even lower than Prim's algorithm. If you usually
pick the most recent cell, but occasionally pick a random cell,
the Maze will have a high "river" factor but a short
direct solution. If you randomly pick among the most recent cells,
the Maze will have a low "river" factor but a long windy
solution.
- Hunt and kill algorithm:
This algorithm is nice because it requires no extra storage
or stack, and is therefore suited to creating the largest Mazes
or Mazes on the most limited systems, since there are no issues
of running out of memory. Since there are no rules that must be
followed all the time, it's also the easiest to modify and to
get to create Mazes of different textures. It's most similar to
the recursive backtracker, except when there's no unmade cell
next to the current position, you enter "hunting" mode,
and systematically scan over the Maze until an unmade cell is
found next to an already carved into cell, at which point you
start carving again at that new location. The Maze is done when
all cells have been scanned over once in "hunt" mode.
This algorithm tends to make Mazes with a high "river"
factor, but not as high as the recursive backtracker. You can
make this generate Mazes with a lower river factor by choosing
to enter "hunt" mode more often. It runs slower due
to the time spent hunting for the last cells, but isn't much slower
than Kruskal's algorithm. This can be done as a wall adder if you randomly
teleport on occasion, to avoid the issues the recursive backtracker has.
Algorithm |
Dead End % |
Type |
Focus |
Memory Free? |
Time |
Unicursal |
0 |
Tree |
Wall |
Yes |
261 |
Recursive Backtracker |
10 |
Tree |
Passage |
no |
26 |
Hunt and Kill |
11 (21) |
Tree |
Passage |
Yes |
55 (105) |
Eller's Algorithm |
28 |
Set |
Either |
Yes |
10 |
Wilson's Algorithm |
29 |
Tree |
Either |
no |
51 (26) |
Aldous-Broder Algorithm |
29 |
Tree |
Either |
Yes |
222 (160) |
Kruskal's Algorithm |
30 |
Set |
Either |
no |
32 |
Prim's Algorithm |
36 (31) |
Tree |
Either |
no |
21 |
Growing Tree |
49 (39) |
Tree |
Either |
no |
43 |
This table summarizes the characteristics of the perfect Maze creation
algorithms above. The Unicursal Maze algorithm (unicursal Mazes are technically
perfect) is included for comparison. Descriptions of the columns follow:
- Dead End: This is the approximate percentage of cells that are
dead ends in a Maze created with this algorithm. The algorithms in the table
are sorted by this field. Usually creating by adding walls is the
same as carving passages, however if significantly different the wall
adding percentage is in parentheses. The Growing Tree value can actually range from 10%
(always pick newest cell) to 49% (always swap with oldest cell). With a high run
factor the Recursive Backtracker can get as low as 5%. The highest possible
dead end percentage in a perfect Maze is 66%, which would be a unicursal
passage with a bunch of one unit long dead ends off either side of it.
- Type: There are two types of perfect Maze creation algorithms: A tree based algorithm grows the Maze like a tree, always adding onto what is already present, having a valid perfect Maze at every step. A set based algorithm builds where it pleases, keeping track of which parts of the Maze are connected with each other, to ensure it's able to link everything up to form a valid Maze by the time it's done.
- Focus: Most algorithms can be implemented by either carving
passages or adding walls. A few can only be done as one or the other.
Unicursal Mazes are always wall added since they involve bisecting passages
with walls, although the base Maze can be created either way. Recursive
Backtracker can't be done as a wall adder because doing so
tends to result in a solution path that follows the outside edge, where the
entire interior of the Maze is attached to the boundary by a single stem. Hunt
and Kill is technically only passage carved for a similar reason, although
it can be wall added if effort is made to grow inward from all boundary
walls equally.
- Memory Free: This is whether no extra memory or stack is required to
implement the algorithm. Efficient algorithms only require and look
at the Maze bitmap itself. Eller's algorithm requires extra storage
proportional to a row, but more than makes up for that since it only needs
to store the current row of the actual Maze in memory.
- Time: This gives an idea of how long it takes to create a Maze using this
algorithm, lower numbers being faster. The numbers are only relative to each
other (with the fastest algorithm being assigned speed 10) as opposed to in
some units, because the time is dependent on the size of the Maze and speed
of the computer. These numbers are from creating 100x100 passage Mazes in
the latest version of Daedalus. Usually creating by adding walls is the
same speed as carving passages, however if significantly different the wall
adding time is in parentheses.
Maze Solving Algorithms
There are a number of ways of solving Mazes, each with its own characteristics. Here's a list of specific
algorithms:
- Dead end filler:
This is a simple Maze solving algorithm. It focuses on the Maze,
is always very fast, and uses no extra memory. Just scan the Maze,
and fill in each dead end, filling in the passage until you reach
a junction. At the end only the solution will remain, or solutions
if there are more than one. This will always find the one unique
solution for perfect Mazes, but won't do much in heavily braid
Mazes, and in fact won't do anything useful at all for those Mazes
without dead ends.
- Wall follower:
This is another simple Maze solving algorithm. It focuses on you,
is always very fast, and uses no extra memory. Start following
passages, and whenever you reach a junction always turn right
(or left). Equivalent to a human solving a Maze by putting their
hand on the right (or left) wall and leaving it there as they
walk through. If you like you can mark what cells you've visited,
and what cells you've visited twice, where at the end you can retrace the
solution by following those cells visited once. This method won't necessarily
find the shortest solution, and it doesn't work at all when the
goal is in the center of the Maze and there's a closed circuit
surrounding it, as you'll go around the center and eventually
find yourself back at the beginning. Wall following can be done in a deterministic way in a 3D Maze by projecting the 3D passages onto the 2D plane, e.g. by pretending up passages actually lead northwest and down lead southeast, and then applying normal wall following rules.
- Recursive backtracker: This will find a solution, but
it won't necessarily find the shortest solution. It focuses on
you, is fast for all types of Mazes, and uses stack space up to
the size of the Maze. Very simple: If you're at a wall (or an
area you've already plotted), return failure, else if you're at
the finish, return success, else recursively try moving in the
four directions. Plot a line when you try a new direction, and
erase a line when you return failure, and a single solution will
be marked out when you hit success. In Computer Science terms
this is basically a depth first search. This method will always
find a solution if one exists, but it won't necessarily be the
shortest solution.
- Tremaux's algorithm: This Maze solving method is designed
to be able to be used by a human inside of the Maze. It's similar
to the recursive backtracker and will find a solution for all
Mazes: As you walk down a passage, draw a line behind you to mark
your path. When you hit a dead end turn around and go back the
way you came. When you encounter a junction you haven't visited
before, pick a new passage at random. If you're walking down a
new passage and encounter a junction you have visited before,
treat it like a dead end and go back the way you came. (That last
step is the key which prevents you from going around in circles
or missing passages in braid Mazes.) If walking down a passage
you have visited before (i.e. marked once) and you encounter a
junction, take any new passage if one is available, otherwise
take an old passage (i.e. one you've marked once). All passages
will either be empty, meaning you haven't visited it yet, marked
once, meaning you've gone down it exactly once, or marked twice,
meaning you've gone down it and were forced to backtrack in the
opposite direction. When you finally reach the solution, paths
marked exactly once will indicate a direct way back to the start.
If the Maze has no solution, you'll find yourself back at the
start with all passages marked twice.
- Collision solver: Also called the "amoeba"
solver, this method will find all shortest solutions. It focuses
on you multiple times, is fast for all types of Mazes, and requires
at least one copy of the Maze in memory in addition to using stack
up to the size of the Maze. It basically floods the Maze with
"water", such that all distances from the start are
filled in at the same time (a breadth first search in Computer
Science terms) and whenever two "columns of water" approach
a passage from both ends (indicating a loop) add a wall to the
original Maze where they collide. Once all parts of the Maze have
been "flooded", fill in all the new dead ends, which
can't be on the shortest path, and repeat the process until no
more collisions happen. (Picture amoebas surfing at the crest
of each "wave" as it flows down the passages, where
when waves collide, the amoebas head-butt and get knocked out,
and form there a new wall of unconscious amoebas, hence the name.)
- Shortest path finder: As the name indicates, this algorithm
finds the shortest solution, picking one if there are multiple
shortest solutions. It focuses on you multiple times, is fast
for all types of Mazes, and requires quite a bit of extra memory
proportional to the size of the Maze. Like the collision solver,
this basically floods the Maze with "water", such that
all distances from the start are filled in at the same time (a
breadth first search in Computer Science terms) however each "drop"
or pixel remembers which pixel it was filled in by. Once the solution
is hit by a "drop", trace backwards from it to the beginning
and that's a shortest path. This algorithm works well given any
input, because unlike most of the others, this doesn't require
the Maze to have any one pixel wide passages that can be followed.
- Shortest paths finder:
This is very similar to the shortest path finder above, except
this finds all shortest solutions. Like the shortest path finder,
this focuses on you multiple times, is fast for all types of Mazes,
requires extra memory proportional to the size of the Maze, and
works well given any input since it doesn't require the Maze to
have any one pixel wide passages that can be followed. Also like
the shortest path finder, this does a breadth first search flooding
the Maze with "water" such that all distances from the
start are filled in at the same time, except here each pixel remembers
how far it is from the beginning. Once the end is reached, do
another breadth first search starting from the end, however only
allow pixels to be included which are one distance unit less than
the current pixel. The included pixels precisely mark all the
shortest solutions, as blind alleys and non-shortest paths will
jump in pixel distances or have them increase.
- Cul-de-sac filler:
This method finds and fills in cul-de-sacs or nooses, i.e. constructs
in a Maze consisting of a blind alley stem that has a single loop
at the end. Like the dead end filler, it focuses on the Maze,
is always fast, and uses no extra memory. Scan the Maze, and for
each noose junction (a noose junction being one where two of the
passages leading from it connect with each other with no other
junctions along the way) add a wall to convert the entire noose
to a long dead end. Afterwards run the dead end filler. Mazes
can have nooses hanging off other constructs that will become
nooses once the first one is removed, so the whole process can
be repeated until nothing happens during a scan. This doesn't
do much in complicated heavily braid Mazes, but will be able to
invalidate more than just the dead end filler.
- Blind alley filler:
This method finds all possible solutions, regardless of how long
or short they may be. It does so by filling in all blind alleys,
where a blind alley is a passage where if you walk down it in
one direction, you will have to backtrack through that passage
in the other direction in order to reach the goal. All dead ends
are blind alleys, and all nooses as described in the cul-de-sac
filler are as well, along with any sized section of passages connected
to the rest of the Maze by only a single stem. This algorithm
focuses on the Maze, uses no extra memory, but unfortunately is
rather slow. For each junction, send a wall following robot down
each passage from it, and see if the robot sent down a path comes
back from the same path (as opposed to returning from a different
direction, or it exiting the Maze). If it does, then that passage
and everything down it can't be on any solution path, so seal
that passage off and fill in everything behind it. This algorithm
will fill in everything the cul-de-sac filler will and then some,
however the collision solver will fill in everything this algorithm
will and then some.
- Blind alley sealer: This is
like the blind alley filler, in that it also finds all possible solutions by
removing blind alleys from the Maze. However this just fills in the stem
passage of each blind alley, and doesn't touch any collection of passages at
the end of it. As a result this will create inaccessible passage sections for
cul-de-sacs or any blind alley more complicated than a dead end. This algorithm
focuses on the Maze, runs much faster than the blind alley filler, although it
requires extra memory. Assign each connected section of walls to a unique set.
To do this, for each wall section not already in a set, flood across the top
of the walls at that point, and assign all reachable walls to a new set. After
all walls are in sets, then for each passage section, if the walls on either
side of it are in the same set, then seal off that passage. Such a passage
must be a blind alley, since the walls on either side of it link up with each
other, forming a pen. Note a similar technique can be used to help solve
hypermazes, by sealing off space between branches that connect with each
other.
- Random mouse: For contrast, here's an inefficient Maze
solving method, which is basically to move randomly, i.e. move
in one direction and follow that passage through any turnings
until you reach the next junction. Don't do any 180 degree turns
unless you have to. This simulates a human randomly roaming the
Maze without any memory of where they've been. It's slow and isn't
guaranteed to ever terminate or solve the Maze, and once the end
is reached it will be just as hard to retrace your steps, but
it's definitely simple and doesn't require any extra memory to
implement.
Algorithm |
Solutions |
Guarantee? |
Focus |
Human Doable? |
Passage Free? |
Memory Free? |
Fast? |
Random Mouse |
1 |
no |
You |
Inside / Above |
no |
Yes |
no |
Wall Follower |
1 |
no |
You |
Inside / Above |
Yes |
Yes |
Yes |
Recursive Backtracker |
1 |
Yes |
You |
no |
Yes |
no |
Yes |
Tremaux's Algorithm |
1 |
Yes |
You |
Inside / Above |
no |
no |
Yes |
Dead End Filler |
All + |
no |
Maze |
Above |
no |
Yes |
Yes |
Cul-de-sac Filler |
All + |
no |
Maze |
Above |
no |
Yes |
Yes |
Blind Alley Sealer |
All + |
Yes |
Maze |
no |
no |
no |
Yes |
Blind Alley Filler |
All |
Yes |
Maze |
Above |
no |
Yes |
no |
Collision Solver |
All Shortest |
Yes |
You + |
no |
no |
no |
Yes |
Shortest Paths Finder |
All Shortest |
Yes |
You + |
no |
Yes |
no |
Yes |
Shortest Path Finder |
1 Shortest |
Yes |
You + |
no |
Yes |
no |
Yes |
This table summarizes the characteristics of the Maze solving algorithms above. Maze solving algorithms can be classified and judged
by these criteria. Descriptions of the columns follow:
- Solutions: This describes the solutions the algorithm finds, and
what the algorithm does when there's more
than one. An algorithm can pick one solution, or leave multiple solutions. Also
the solution(s) can be any path, or they can be the shortest path. The dead end
and cul-de-sac fillers (and the blind alley sealer when considering its
inaccessible sections) leave all solutions, however they may also leave
passages that aren't on any solution path, so are marked "All +"
above.
- Guarantee: This is whether the algorithm is guaranteed to find at
least one solution. Random mouse is "no" because it isn't
guaranteed to terminate, and wall follower is "no" because it will
fail to find a solution if the goal is within an island. The dead end and
cul-de-sac fillers are "no" because they may not do anything to
the Maze at all in purely braid Mazes.
- Focus:
There are two general types of algorithms to solve a Maze: Focus
on "you", or focus on the Maze. In a you-focuser, you
have a single point ("You" above) or a set of points ("You
+" above) and try to move them through the Maze from
start to finish. In a Maze-focuser, you look at the Maze as a
whole and invalidate useless passages.
- Human Doable: This refers to whether a person could
readily use the algorithm to solve the Maze, either while inside
a life sized version, or while looking at a map from above. Some you-focuser
algorithms can be implemented by a person inside (or above) the Maze, while
some Maze-focusers can be implemented by a person, but only from above.
Others algorithms are complicated enough they can only reliably be done by a
computer.
- Passage Free: This is whether the algorithm can be done anywhere.
Some algorithms require the Maze to have obvious passages, or distinct edges
between distinct vertices in graph terms, or one pixel wide passages when
implemented on a computer. The wall follower only requires a wall on one
side of you. The recursive backtracker and the shortest path(s) finders make
their own paths through open spaces.
- Memory Free: This is whether no extra memory or stack is required to
implement the algorithm. Efficient algorithms only require and look
at the Maze bitmap itself, and don't need to add markers to
the Maze during the solving process.
- Fast: This is whether the solving process is considered fast. The
most efficient algorithms only need to look at each cell in the Maze once,
or can skip sections altogether. Running time should be proportional to the size of the Maze, or in Computer
Science terms O(n^2) where n is the number of cells along one
side. Random mouse is slow because it isn't guaranteed to terminate, while the
blind alley filler potentially solves the Maze from each junction.
Other Maze Operations
- Flood fill: A quick and dirty yet useful utility can
be implemented with a single call to a graphics library's Fill or FloodFill routine. FloodFill the passage at the beginning, and
if the end isn't filled, the Maze has no solution. For Mazes with
an entrance and exit on the edges, FloodFill one wall, and the
remaining edge marks out the solution. For Mazes with the start
or goal inside the Maze, FloodFill the surrounding wall, and if
the exit wall isn't erased, wall following won't work to solve
it. Many Maze creation methods, solving methods, and other utilities
involve "flooding" the Maze at certain points.
- Isolation remover: This means to edit the Maze such
that there are no passage sections that are inaccessible from
the rest of the Maze, by removing walls to connect such sections
to the rest of the Maze. Start with a copy of the Maze, then flood
the passage at the beginning. Scan the Maze (preferably in a random
order that still hits every possible cell) for any unfilled cells
adjacent to a filled cell. Remove a wall segment in the original
Maze at that point, flood the Maze at this new point, and repeat
until every section is filled. This utility is used in the creation
of braid and template Mazes.
- Loop remover: This means to edit
the Maze such that there are no loops or detached walls within
it, every section of the Maze reachable from any other by at most
one path. The way to do this is almost identical to the isolation
remover, just treat walls as passages and vice versa. Start with
a copy of the Maze, then flood across the top of the outer walls.
Scan the Maze (preferably in a random other that still hits every
possible wall vertex) for any unfilled walls adjacent to a filled
wall. Add a wall segment to the original Maze at that point connecting
the two wall sections, flood the Maze at this new point, and repeat
until every section is filled. This utility is used in the creation
of template Mazes, and can be used to convert a braid Maze to
a perfect Maze that still looks similar to the original.
- Bottleneck finder: This
means to find those passages or intersection points in a Maze such that every solution to
that Maze passes through them. To do this, run the left hand wall follower to
get the leftmost solution, and run the right hand wall follower to get the
rightmost solution, where places the two solutions have in common are the
bottlenecks. That technique however only works for Mazes that wall following
will successfully solve. For other Mazes, to find bottleneck passages, run the
blind alley sealer (which may make the Maze unsolvable if it treats an
entrance or exit within the Maze as a large blind alley) and also find any
solution to the Maze. Parts of the solution that go through sealed off
passages, are bottlenecks.
- Infinite Mazes: It's possible to create an infinitely long Maze (a
finite number of columns by as many rows as you like) by only keeping part of
the Maze in memory at a time and "scrolling" from one end to the
other, discarding earlier rows while creating later rows. One way is with a
modified version of the Hunt and Kill algorithm. Visualize the potentially
infinitely long Maze as a long film reel, composed of individual picture
frames, where just two consecutive frames are kept in memory at a time. Run
the Hunt and Kill algorithm, however give bias to the top frame so it gets
finished first. Once finished, it's no longer needed, so can be printed out,
etc. Either way, discard it, make the partially created bottom frame be the
new top frame, and clear a new bottom frame. Repeat the process until you
decide to stop, at which point let Hunt And Kill finish both frames. The only
limitation is the Maze will never have a path that doubles back toward the
entrance for a length greater than two frames. An easier way to make an
infinite Maze is with Eller's algorithm, as it already makes Mazes one row at
time, so simply keep letting it add rows to the Maze forever.
- Virtual fractal Mazes: A virtual
Maze is one where the whole Maze isn't stored in memory at once. For example
only store the 100x100 section of passages or so nearest your location, in a
simulation where you walk through a large Maze. An extension of fractal Mazes
can be used to create virtual Mazes of enormous size, such as a billion by a
billion passages. Note a life size version of a billion by billion Maze (with
six feet between passages) would cover the Earth's surface over 19000 times!
Consider a 10^9 by 10^9 passage Maze, or a 10x10 Maze nested with 9 levels
total. If we want at least a 100x100 section around us, we only need to create
the 100x100 passage submaze at the lowest level, and the seven 10x10 Mazes
it's nested within, to know exactly where the walls lie within a 100x100
section. (Actually it's best to have four adjacent 100x100 sections forming a
square, in case you're near the edge or corner of a section, but the same
concept applies.) To ensure the Maze remains consistent and never changes as
you move around, have a formula to determine a random number seed for each
coordinate at each nesting level. Virtual fractal Mazes are similar to a
Mandelbrot set fractal, where the pictures in a Mandelbrot exist virtually,
where you just need to visit a particular coordinate at a high enough zoom
level for them to reveal themselves.
Algorithm Implementations
- Daedalus: All the
Maze creation and solving algorithms described above are
implemented in Daedalus, a Windows program available for download.
This site produced by Walter D. Pullen
(see Astrolog homepage), hosted
on Magitech and astrolog.org,
created using Microsoft FrontPage,
page last updated December 1, 2003.