Maze Algorithms (2017)
Posted by surprisetalk 1 day ago
Comments
Comment by tromp 4 hours ago
char*M,A,Z,E=40,J[40],T[40];main(C){for(*J=A=scanf(M="%d",&C);
-- E; J[ E] =T
[E ]= E) printf("._"); for(;(A-=Z=!Z) || (printf("\n|"
) , A = 39 ,C --
) ; Z || printf (M ))M[Z]=Z[A-(E =A[J-Z])&&!C
& A == T[ A]
|6<<27<rand()||!C&!Z?J[T[E]=T[A]]=E,J[T[A]=A-Z]=A,"_.":" |"];}
Generates a maze on the fly after entering the desired height of the maze. This compiled fine back in 1988 when I submitted it to the IOCCC (having rediscovered Eller's algorithm). Modern C compilers don't allow constant strings to be overwritten, which can be avoided by changing the first line to char M[3],A,Z,E=40,J[40],T[40];main(C){for(*J=A=scanf("%d",&C);
The code is explained in detail at https://tromp.github.io/maze.htmlComment by munificent 48 minutes ago
Related: Here's a C program that draws random dungeons sort of like you use in a roguelike dungeon crawler:
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
#define r return // 2008-2019
#define l(a, b, c, d) for (i y=a;y\
<b; y++) for (int x = c; x < d; x++)
typedef int i;const i H=40;const i W
=80;i m[40][80];i g(i x){r rand()%x;
}void cave(i s){i w=g(10)+5;i h=g(6)
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u
-1,u+h+2,t-1 ,t+w+2)if(m[
y][x]=='.' )r;i d=0
;i e,f ;if(!s){l( u-1,u+
h+2,t- 1,t+w+2){i s=x<t ||x>t
+w;i t=y<u|| y> u+h;
if(s ^t&& m[ y]
[x ]=='#' ){d++; if(g (d
) ==0) e=x,f=y; }}if (d
== 0)r; }l(u-1,u +h+2 ,t
-1 ,t+w +2){i s= x< t ||
x> t+w; i t= y<u ||y> u+
h; m[y] [x]= s &&t? '!'
:s^t ?'#' :'.'
;}if (d>0)m [f][
e]=g(2 )?'\'':'+';for(i j=0;j<(s?
1:g(6) +1);j++)m[g(h)+u][g(w)
+t]=s?'@' :g(4) ==0?
'$':65+g(62) ;}i main(i
argc, const char* argv[]) {srand((i)
time(NULL));l(0, H, 0,W)m[y][x]=' ';
for(i j=0;j<1000;j++)cave(j==0);l(0,
H,0,W) {i c=m[y][x]; putchar(c=='!'?
'#':c);if(x==W-1)printf("\n");}r 0;}Comment by binaryturtle 4 hours ago
Sadly neither version works here with an older clang on OS X. Both variants build fine with 9 warnings each. But the old variant dies with a "Bus Error: 10", and the new variant with "Segmentation fault: 11". Same with gcc (albeit only 8 warnings.)
/edit
OK, just wrong user input. You gotta feed it a number, and not a "foobar" or another random string.
Comment by MaskRay 3 hours ago
Now I should fix the link.
Comment by 89netraM 26 minutes ago
Comment by nickevante 4 hours ago
My personal favorite distinction is between the Recursive Backtracker (which creates long, winding corridors with few dead ends which is great for tower defense games) vs. Prim's Algorithm (which creates lots of short cul-de-sacs which is better for roguelikes). The bias of the algorithm dictates the feel of the game more than the graphics do.
Comment by jtolmar 2 hours ago
My favorite maze algorithm is a variant of the growing tree algorithm - each time you carve a cell, add it to a random one of N lists. When choosing a cell to visit, pop the last cell off the first non-empty list. It's considerably faster than the standard tree algorithm, but more importantly, changing N has a dramatic impact on the texture of the maze (compare 1 2 4 8 etc on a decently large maze).
Comment by bonsai_spool 4 hours ago
Comment by dang 3 hours ago
Comment by kamens 3 hours ago
Comment by kamens 3 hours ago
To have mazes look more human drawn, cells need to be irregular and the inner walls need naturally follow the contours of the outer shape.
Comment by jcynix 1 hour ago
Comment by dang 3 hours ago
Maze Generation: Recursive Division (2011) - https://news.ycombinator.com/item?id=42703816 - Jan 2025 (12 comments)
Maze Algorithms (2011) - https://news.ycombinator.com/item?id=23429368 - June 2020 (22 comments)
Representing a Toroidal Grid - https://news.ycombinator.com/item?id=10608476 - Nov 2015 (2 comments)
Maze Generation: Recursive Backtracking - https://news.ycombinator.com/item?id=4058525 - June 2012 (1 comment)
Maze Generation: Weave mazes - https://news.ycombinator.com/item?id=4052856 - June 2012 (3 comments)
Maze-generation algorithms, with JS demos - https://news.ycombinator.com/item?id=2190017 - Feb 2011 (9 comments)
Generating random mazes with the Growing Tree algorithm (w/ Javascript demo) - https://news.ycombinator.com/item?id=2148348 - Jan 2011 (6 comments)
Maze Generation: Wilson's algorithm - https://news.ycombinator.com/item?id=2123695 - Jan 2011 (11 comments)
Maze Generation: Kruskal's Algorithm - https://news.ycombinator.com/item?id=2062999 - Jan 2011 (9 comments)
Maze Generation: Eller's Algorithm - https://news.ycombinator.com/item?id=2048752 - Dec 2010 (9 comments)
Also:
Wilson's Algorithm - https://news.ycombinator.com/item?id=45549017 - Oct 2025 (9 comments)
Maze Tree - https://news.ycombinator.com/item?id=7746822 - May 2014 (38 comments)
Solving a Maze with D3.js - https://news.ycombinator.com/item?id=7631864 - April 2014 (19 comments)
Think Labyrinth: Maze Algorithms - https://news.ycombinator.com/item?id=10101728 - Aug 2015 (10 comments)
Practical algorithms and code optimization: maze generation - https://news.ycombinator.com/item?id=5431561 - March 2013 (10 comments)
Maze Algorithms - https://news.ycombinator.com/item?id=157266 - April 2008 (1 comment)
Others?
Comment by indigoabstract 2 hours ago
https://news.ycombinator.com/item?id=45549017
Wilson’s Algorithm gives the most pleasing visual results for me.
Comment by dang 2 hours ago
Comment by y42 2 hours ago
Comment by dang 2 hours ago
However, it looks like a good article that could use a repost! Just not soon, since we want to give enough time for the hivemind caches to clear :) - if you want to repost it in (say) a month or two, email us at hn@ycombinator.com and we'll put it in the SCP (https://news.ycombinator.com/item?id=26998308).
Comment by dfajgljsldkjag 4 hours ago
Comment by OscarCunningham 4 hours ago
Comment by 1313ed01 3 hours ago
https://www.astrolog.org/labyrnth/psych.htm
I think there is a difference if you want to make it only expensive to solve using popular maze solver algorithms, vs to make it difficult for a human to solve. Many of the recommendations on that page are for how to do things that can make a maze more difficult for humans to solve, but will not always matter to an algorithm that just mechanically tries solutions in some order.
Comment by richard_chase 3 hours ago
Comment by jaberjaber23 4 hours ago
Comment by ginko 4 hours ago