Python Maze Generator
janthor.com
Python Maze Generator
1–10 of 18 posts
Re: Python Maze Generator
#2I was wondering, are there any examples of mazes (real or programs) where the structure, rules or walls change based on a certain algorithmic pattern?
So that you've not only got to find the right way out, but you must crack the code before a way out is even possible.
Kind of like the movie Cube: http://www.imdb.com/title/tt0123755/
Re: Python Maze Generator
#3Re: Python Maze Generator
#4Can someone explain?
http://www.janthor.com/maze/rainbowpath.32.32.1128433606.84....
Zoom in for a better effect
Re: Python Maze Generator
#5I would think that either there is an algorithm or metric that would score mazes to make them more "realistic". Any references?
Re: Python Maze Generator
#6There's probably better ones avaliable now on github, but this one caught my eye. I was wondering, are there any examples of mazes (real or programs) where the structure, rules or walls change based on a certain algorithmic pattern? So that you've not only got to find the right way out, but you must crack the code before a way out is even possible. Kind of like the movie Cube: http://www.imdb.com/title/tt0123755/
Walk up to dead end. Turn around. Corridor is no longer there, a dead end instead. Turn around again. There is now a brand new corridor in fron of you. (These changes never visibly happen, but happen when they are out of view)
Another (more maze like) example can be seen here: https://www.youtube.com/watch?v=v4JxhiNz8ec
(first video I found, there a probably better examples)
Re: Python Maze Generator
#7I keep thinking it would be interesting to take an image (like a face) and let it show through the maze instead of colorizing it.
Re: Python Maze Generator
#8Re: Python Maze Generator
#9Re: Python Maze Generator
#10One 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 "r…
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.