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  2. 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.

  3. Maze generation algorithm - Wikipedia

    en.wikipedia.org/wiki/Maze_generation_algorithm

    Maze generation animation using a tessellation algorithm. This is a simple and fast way to generate a maze. [3] On each iteration, this algorithm creates a maze twice the size by copying itself 3 times. At the end of each iteration, 3 paths are opened between the 4 smaller mazes. The advantage of this method is that it is very fast.

  4. File:MAZE 30x20 Prim.ogv - Wikipedia

    en.wikipedia.org/wiki/File:MAZE_30x20_Prim.ogv

    Fixes a bug that caused it to be not actually Prim's algorithm. 01:46, 6 February 2011: 1 min 1 s, 732 × 492 (563 KB) Dllu {{Information |Description ={{en|1=The generation of a maze using a randomized Prim's algorithm. This maze is 30x20 in size. The C++ source code used to create this can be seen at w:User:Purpy Pupple/Maze.}} |Source

  5. Comparison of cluster software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_cluster_software

    Global File System Global File System + Kerberos Heterogeneous/ Homogeneous exec node Jobs priority Group priority Queue type SMP aware Max exec node Max job submitted CPU scavenging Parallel job Job checkpointing Python interface Enduro/X: C/C++: OS Authentication GPG, AES-128, SHA1 None Any cluster Posix FS (gfs, gpfs, ocfs, etc.)

  6. Occupancy grid mapping - Wikipedia

    en.wikipedia.org/wiki/Occupancy_grid_mapping

    The controls and odometry data play no part in the occupancy grid mapping algorithm since the path is assumed known. Occupancy grid algorithms represent the map as a fine-grained grid over the continuous space of locations in the environment. The most common type of occupancy grid maps are 2d maps that describe a slice of the 3d world.

  7. Any-angle path planning - Wikipedia

    en.wikipedia.org/wiki/Any-angle_path_planning

    The path found by A* on an octile grid vs. the shortest path between the start and goal nodes. Any-angle path planning algorithms are pathfinding algorithms that search for a Euclidean shortest path between two points on a grid map while allowing the turns in the path to have any angle.

  8. Cycle detection - Wikipedia

    en.wikipedia.org/wiki/Cycle_detection

    [3] [4] However, the algorithm does not appear in Floyd's published work, and this may be a misattribution: Floyd describes algorithms for listing all simple cycles in a directed graph in a 1967 paper, [5] but this paper does not describe the cycle-finding problem in functional graphs that is the subject of this article.

  9. 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 .