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  2. 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.

  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. 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. Prim's algorithm - Wikipedia

    en.wikipedia.org/wiki/Prim's_algorithm

    Prim's algorithm has many applications, such as in the generation of this maze, which applies Prim's algorithm to a randomly weighted grid graph. The time complexity of Prim's algorithm depends on the data structures used for the graph and for ordering the edges by weight, which can be done using a priority queue. The following table shows the ...

  6. Breadth-first search - Wikipedia

    en.wikipedia.org/wiki/Breadth-first_search

    Animated example of a breadth-first search. Black: explored, grey: queued to be explored later on BFS on Maze-solving algorithm Top part of Tic-tac-toe game tree. Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property.

  7. Occupancy grid mapping - Wikipedia

    en.wikipedia.org/wiki/Occupancy_grid_mapping

    Occupancy Grid Mapping refers to a family of computer algorithms in probabilistic robotics for mobile robots which address the problem of generating maps from noisy and uncertain sensor measurement data, with the assumption that the robot pose is known. Occupancy grids were first proposed by H. Moravec and A. Elfes in 1985.

  8. Maze runner - Wikipedia

    en.wikipedia.org/wiki/Maze_runner

    In electronic design automation, maze runner is a connection routing method that represents the entire routing space as a grid. Parts of this grid are blocked by components, specialised areas, or already present wiring. The grid size corresponds to the wiring pitch of the area. The goal is to find a chain of grid cells that go from point A to ...

  9. Relaxation (iterative method) - Wikipedia

    en.wikipedia.org/wiki/Relaxation_(iterative_method)

    numerically on a two-dimensional grid with grid spacing h, the relaxation method assigns the given values of function φ to the grid points near the boundary and arbitrary values to the interior grid points, and then repeatedly performs the assignment φ := φ* on the interior points, where φ* is defined by: