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One of the things that I continue to notice is that in the machine generated mazes there are always lots of dead-end paths off of mainline path. While when a h
by koblas 13y ago
One of the things that I continue to notice is that in the machine generated mazes there are always lots of dead-end paths off of mainline path. While when a human makes a maze by hand there tends to be fewer quick dead end paths and a branch will usually take you 4+ squares before you realize that it's non-terminal.
I would think that either there is an algorithm or metric that would score mazes to make them more "realistic". Any references?
- epidemian 13y agoThis article has a description and demo of many different maze generation algorithms: http://weblog.jamisbuck.org/2011/2/7/maze-generation-algorithm-recap http://weblog.jamisbuck.org/2011/2/7/maze-generation-algorit... I like the mazes generated by the Hunt-and-Kill and the recursive backtracker algorithms the most. They both generate mazes with long dead-end paths.