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Topic: finite maze solving algorithm
Replies: 9   Last Post: Dec 3, 2004 7:09 AM

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 Kevin Saff Posts: 9 Registered: 2/4/05
Re: finite maze solving algorithm
Posted: Nov 30, 2004 4:02 PM
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Keith A. Lewis wrote:
&gt; Kevin Saff &lt;news@kevin.saff.net&gt; writes in article &lt;I808DL.GF2@news.boeing.com&gt; dated Tue, 30 Nov 2004 18:22:32 GMT:
&gt;
&gt;&gt;Michael Michalchik wrote:
&gt;&gt;
&gt;&gt;&gt;I was wondering if anyone knows if all possible topologies of finite
&gt;&gt;&gt;2d mazes can be solved by a finite algorithm. For example, we know
&gt;&gt;&gt;that all fully connected mazes can be solved by picking a wall and
&gt;&gt;&gt;exhaustively following it. Can a general solution work for all mazes
&gt;&gt;&gt;including the ones that are piecewise disconnected? If this is
&gt;&gt;&gt;possible, is the general solution a solved problem?
&gt;&gt;
&gt;&gt;Interesting. How are you defining a maze, here? Usually, I think of a
&gt;&gt;maze as just a graph, which you can solve using something simple like
&gt;&gt;depth-first search, regardless of whether it is planar. It is probably
&gt;&gt;better to think in terms of connectedness of rooms than connectedness of
&gt;&gt;walls.
&gt;
&gt;
&gt; The basic problem with a depth-first search is the chance you'll get into a
&gt; loop going around and around a disconnected piece. The problem can be
&gt; avoided by making a rule to never cross your own path.
&gt;
&gt; Or is there something more that I'm missing?
&gt;
&gt; --Keith Lewis klewis {at} mitre.org
&gt; The above may not (yet) represent the opinions of my employer.

I was under the impression that rule was part of DFS on arbitrary
graphs, though it isn't needed for trees. Otherwise cycles are a problem.

Date Subject Author
11/29/04 Michael Michalchik
11/30/04 Kevin Saff
11/30/04 Keith A. Lewis
11/30/04 Kevin Saff
11/30/04 Michael Michalchik
12/1/04 Kevin Saff
12/2/04 Glenn C. Rhoads
11/30/04 Michael Michalchik
12/1/04 conesetter
12/3/04 Steven Fuerst

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