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  2. Maze generation algorithm - Wikipedia

    en.wikipedia.org/wiki/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. All the above algorithms have biases of various sorts: depth-first search is biased toward long corridors, while Kruskal's/Prim's algorithms are biased toward many short dead ends.

  3. Maze-solving algorithm - Wikipedia

    en.wikipedia.org/wiki/Maze-solving_algorithm

    Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.

  4. Talk:Maze generation algorithm - Wikipedia

    en.wikipedia.org/wiki/Talk:Maze_generation_algorithm

    An animation of creating a maze using a depth-first search maze generation algorithm, one of the simplest ways to generate a maze using a computer. Mazes generated in this manner have a low branching factor and contain many long corridors, which makes it good for generating mazes in video games .

  5. Lee algorithm - Wikipedia

    en.wikipedia.org/wiki/Lee_algorithm

    The Lee algorithm is one possible solution for maze routing problems based on breadth-first search. It always gives an optimal solution, if one exists, but is slow and requires considerable memory. It always gives an optimal solution, if one exists, but is slow and requires considerable memory.

  6. Wikipedia : Featured picture candidates/Maze Generation 2

    en.wikipedia.org/.../Maze_Generation_2

    The maze itself is the graph and looking at the maze suffices to observe the graph. In the DFS algorithm, the viewer should clearly notice the similarity to a two-dimensional random walk. Maybe the animations can be improved by actually showing the red cursor "backtracking" for the DFS animation, and maybe the "frontier" cells in the Prim ...

  7. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    A* pathfinding algorithm navigating around a randomly-generated maze Illustration of A* search for finding a path between two points on a graph. From left to right, a heuristic that prefers points closer to the goal is used increasingly.

  8. Stochastic Neural Analog Reinforcement Calculator - Wikipedia

    en.wikipedia.org/wiki/Stochastic_neural_analog...

    They tested the machine on a copy of Shannon's maze, and found that it could learn to solve the maze. Unlike Shannon's maze, this machine did not control a physical robot, but simulated rats running in a maze. The simulation is displayed as an "arrangement of lights", and the circuit was reinforced each time the simulated rat reached the goal.

  9. Nearest neighbour algorithm - Wikipedia

    en.wikipedia.org/wiki/Nearest_neighbour_algorithm

    Moreover, for each number of cities there is an assignment of distances between the cities for which the nearest neighbour heuristic produces the unique worst possible tour. (If the algorithm is applied on every vertex as the starting vertex, the best path found will be better than at least N/2-1 other tours, where N is the number of vertices.) [1]