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The problem was originally posed by Henry Dudeney in the English newspaper Weekly Dispatch on 14 June 1903 and collected in The Canterbury Puzzles (1907). Martin Gardner calls it "Dudeney's best-known brain-teaser". [7] A version of the problem was recorded by Adolf Hurwitz in his diary in 1908.
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.
Part of the puzzle involves reaching the center of the house, Room #45 (page 45 in the book), and back to Room #1 in only sixteen steps. Some rooms lead to circuitous loops; others lead nowhere. This gives the puzzle the feel of a maze or labyrinth. The book was adapted as the computer game Riddle of the Maze in 1994 by Interplay. This version ...
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Shortest total path length spanning tree [3]: ND3 Slope number two testing [8] Recognizing string graphs [9] Subgraph isomorphism problem [3]: GT48 Treewidth [6] Testing whether a tree may be represented as Euclidean minimum spanning tree; Vertex cover [2] [3]: GT1
Wikipedia Maze was a version of the game that awarded points and badges for both creating and solving puzzles. Every time a user solved a puzzle, they were awarded points based on the average number of clicks it took to solve the puzzle. The harder the puzzle was, the greater the points that were awarded.