Maze Generation
Maze generation algorithms are automated methods for the creation of mazes.
Graph theory based methods
A maze can be generated by starting with a predetermined arrangement of cells (most commonly a rectangular grid but other arrangements are possible) with wall sites between them. This predetermined arrangement can be considered as a connected graph with the edges representing possible wall sites and the nodes representing cells. The purpose of the maze generation algorithm can then be considered to be making a subgraph in which it is challenging to find a route between two particular nodes.
If the subgraph is not connected, then there are regions of the graph that are wasted because they do not contribute to the search space. If the graph contains loops, then there may be multiple paths between the chosen nodes. Because of this, maze generation is often approached as generating a random spanning tree. Loops, which can confound naive maze solvers, may be introduced by adding random edges to the result during the course of the algorithm.

The animation shows the maze generation steps for a graph that is not on a rectangular grid. First, the computer creates a random planar graph G shown in blue, and its dual F shown in yellow. Second, computer traverses F using a chosen algorithm, such as a depth-first search, coloring the path red. During the traversal, whenever a red edge crosses over a blue edge, the blue edge is removed. Finally, when all vertices of F have been visited, F is erased and two edges from G, one for the entrance and one for the exit, are removed.
References
Implementations
-
1
# TODO: Implement in Python -
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373
const n = 6; // rows (change these!) const m = 6; // columns (change these!) const hEnd = m * 4 - (m - 1); const vEnd = n * 3 - (n - 1); const G = []; for (let i = 0; i < vEnd; i++) { // by row G[i] = new Array(hEnd); for (let j = 0; j < hEnd; j++) { // by column G[i][j] = ' '; if (i === 0 && j === 0) { // top-left corner G[i][j] = '┌'; } else if (i === 0 && j === hEnd - 1) { // top-right corner G[i][j] = '┐'; } else if (i === vEnd - 1 && j === 0) { // bottom-left corner G[i][j] = '└'; } else if (i === vEnd - 1 && j === hEnd - 1) { // bottom-right corner G[i][j] = '┘'; } else if ((j % 3 === 0) && (i % vEnd !== 0 && i !== vEnd - 1 && i % 2 === 1)) { G[i][j] = '│'; } else if (i % 2 === 0) { G[i][j] = '─'; } if (m > 1) { // More than one column if (j % 3 === 0 && j !== 0 && j !== hEnd - 1 && i === 0) { G[i][j] = '┬'; } if (j % 3 === 0 && j !== 0 && j !== hEnd - 1 && i === vEnd - 1) { G[i][j] = '┴'; } } if (n > 1) { // More than one row if (i % 2 === 0 && i !== 0 && i !== vEnd - 1 && j === 0) { G[i][j] = '├'; } if (i % 2 === 0 && i !== 0 && i !== vEnd - 1 && j === hEnd - 1) { G[i][j] = '┤'; } } if (n > 1 && m > 1) { // More than one row and column if (i % 2 === 0 && j % 3 === 0 && i !== 0 && j !== 0 && i !== vEnd - 1 && j !== hEnd - 1) { G[i][j] = '┼'; } } } } function buildMaze() { const mySet = new disjointSet(); const width = m; const height = n; let setSize = 0; const graph = []; const visitedMap = {}; const walls = {}; const rightWalls = []; const downWalls = []; let location = 0; mySet.addElements(width * height); console.log('initializing grid (all walls are up)'); // init 'graph' // each room has two walls, a down and right wall. for (let i = 0; i < width; i++) { graph[i] = new Array(height); for (let j = 0; j < height; j++) { graph[i][j] = location; walls[location] = { down: true, right: true }; visitedMap[location] = false; // If you can label the rooms with just 2 digits if (width * height < 100) { const locationString = location.toString(); G[j * 2 + 1][i * 3 + 1] = locationString[0]; G[j * 2 + 1][i * 3 + 2] = locationString[1]; } rightWalls.push({ x: i, y: j }); downWalls.push({ x: i, y: j }); location++; } } console.log('shuffled the walls for random selection'); // Randomly shuffle the walls shuffle(rightWalls); shuffle(downWalls); // Picking random walls to remove while (setSize !== mySet.elements - 1) { const randomWall = Math.floor((Math.random() * 2) + 1); if (randomWall === 1 && downWalls.length > 0) { // Down wall const currentRoom = downWalls.pop(); const iX = currentRoom.x; const iY = currentRoom.y; const iYdown = iY + 1; if (iYdown < height) { const u = graph[iX][iY]; const v = graph[iX][iYdown]; if (mySet.find(u) !== mySet.find(v)) { console.log(`Rooms: ${u} & ${v} now belong to the same set, delete wall between them`); Tracer.delay(); mySet.setUnion(u, v); setSize++; // delete wall walls[u].down = false; } else { console.log(`Rooms: ${u} & ${v} would create a cycle! This is not good!`); Tracer.delay(); } } } else if (randomWall === 2 && rightWalls.length > 0) { // Right Wall const currentRoom = rightWalls.pop(); const iX = currentRoom.x; const iY = currentRoom.y; const iXright = iX + 1; if (iXright < width) { const u = graph[iX][iY]; const v = graph[iXright][iY]; if (mySet.find(u) !== mySet.find(v)) { console.log(`Rooms: ${u} & ${v} now belong to the same set, delete wall between them`); Tracer.delay(); mySet.setUnion(u, v); setSize++; // delete wall walls[u].right = false; } else { console.log(`Rooms: ${u} & ${v} would create a cycle! This is not good!`); Tracer.delay(); } } } } console.log('deleting the walls'); // update deleted walls for (let i = 0; i < width; i++) { for (let j = 0; j < height; j++) { const currentWall = walls[graph[i][j]]; if (currentWall.down === false) { G[j * 2 + 2][i * 3 + 1] = ' '; G[j * 2 + 2][i * 3 + 2] = ' '; } if (currentWall.right === false) { G[j * 2 + 1][i * 3 + 3] = ' '; } } } console.log('cleaning up the grid!'); cleanUpGrid(width, height); // Clear out walls for the start and end locations. const randomStart = Math.floor(Math.random() * width); const randomEnd = Math.floor(Math.random() * width); console.log('setting the Start (S) & End (E) locations'); // Start Location G[0][randomStart * 3 + 1] = ' '; G[0][randomStart * 3 + 2] = ' '; G[1][randomStart * 3 + 1] = 'S'; // End Location G[vEnd - 1][randomEnd * 3 + 1] = ' '; G[vEnd - 1][randomEnd * 3 + 2] = ' '; G[vEnd - 2][randomEnd * 3 + 1] = 'E'; cleanUpStartLocation(randomStart); cleanUpEndLocation(randomEnd); console.log('maze is completed!'); // set the data } function cleanUpStartLocation(start) { if (G[0][start * 3] === '┬' && G[1][start * 3] === '│') { G[0][start * 3] = '┐'; } if (G[0][start * 3 + 3] === '┬' && G[1][start * 3 + 3] === '│') { G[0][start * 3 + 3] = '┌'; } if (G[0][start * 3] === '┌') { G[0][start * 3] = '│'; } if (G[0][start * 3 + 3] === '┐') { G[0][start * 3 + 3] = '│'; } } function cleanUpEndLocation(end) { if (G[vEnd - 1][end * 3] === '┴' && G[vEnd - 2][end * 3] === '│') { G[vEnd - 1][end * 3] = '┘'; } if (G[vEnd - 1][end * 3 + 3] === '┴' && G[vEnd - 2][end * 3 + 3] === '│') { G[vEnd - 1][end * 3 + 3] = '└'; } if (G[vEnd - 1][end * 3] === '└') { G[vEnd - 1][end * 3] = '│'; } if (G[vEnd - 1][end * 3 + 3] === '┘') { G[vEnd - 1][end * 3 + 3] = '│'; } } function cleanUpGrid(width, height) { // Remove room numbers for (let i = 0; i < width; i++) { for (let j = 0; j < height; j++) { G[j * 2 + 1][i * 3 + 1] = ' '; G[j * 2 + 1][i * 3 + 2] = ' '; } } // clean up grid for looks for (let i = 0; i < vEnd; i++) { for (let j = 0; j < hEnd; j++) { if (G[i][j] === '├') { if (G[i][j + 1] === ' ') { G[i][j] = '│'; } } if (G[i][j] === '┤') { if (G[i][j - 1] === ' ') { G[i][j] = '│'; } } if (G[i][j] === '┬') { if (G[i + 1][j] === ' ') { G[i][j] = '─'; } } if (G[i][j] === '┴') { if (G[i - 1][j] === ' ') { G[i][j] = '─'; } } if (G[i][j] === '┼') { if (G[i][j + 1] === ' ' && G[i - 1][j] === ' ' && G[i][j - 1] !== ' ' && G[i + 1][j] !== ' ') { G[i][j] = '┐'; } else if (G[i][j - 1] === ' ' && G[i - 1][j] === ' ' && G[i + 1][j] !== ' ' && G[i][j + 1] !== ' ') { G[i][j] = '┌'; } else if (G[i][j - 1] === ' ' && G[i + 1][j] === ' ' && G[i - 1][j] !== ' ' && G[i][j + 1] !== ' ') { G[i][j] = '└'; } else if (G[i][j + 1] === ' ' && G[i + 1][j] === ' ' && G[i - 1][j] !== ' ' && G[i][j - 1] !== ' ') { G[i][j] = '┘'; } else if (G[i][j + 1] === ' ' && G[i][j - 1] === ' ' && (G[i + 1][j] === ' ' || G[i - 1][j] === ' ')) { G[i][j] = '│'; } else if (G[i + 1][j] === ' ' && G[i - 1][j] === ' ' && (G[i][j - 1] === ' ' || G[i][j + 1] === ' ')) { G[i][j] = '─'; } else if (G[i][j + 1] === ' ' && G[i][j - 1] === ' ') { G[i][j] = '│'; } else if (G[i + 1][j] === ' ' && G[i - 1][j] === ' ') { G[i][j] = '─'; } else if (G[i + 1][j] === ' ' && G[i - 1][j] !== ' ' && G[i][j - 1] !== ' ' && G[i][j + 1] !== ' ') { G[i][j] = '┴'; } else if (G[i - 1][j] === ' ' && G[i + 1][j] !== ' ' && G[i][j + 1] !== ' ' && G[i][j - 1] !== ' ') { G[i][j] = '┬'; } else if (G[i][j + 1] === ' ' && G[i - 1][j] !== ' ' && G[i + 1][j] !== ' ' && G[i][j - 1] !== ' ') { G[i][j] = '┤'; } else if (G[i][j - 1] === ' ' && G[i - 1][j] !== ' ' && G[i + 1][j] !== ' ' && G[i][j + 1] !== ' ') { G[i][j] = '├'; } } } } } class disjointSet { constructor() { this.set = []; this.elements = 0; } addElements(numberOfElements) { for (let i = 0; i < numberOfElements; i++) { this.elements++; this.set.push(-1); } } find(element) { if (this.set[element] < 0) { return element; } return this.set[element] = this.find(this.set[element]); } setUnion(_a, _b) { const a = this.find(_a); const b = this.find(_b); if (a !== b) { const newSize = (this.set[a] + this.set[b]); if (this.compareSize(a, b)) { this.set[b] = a; this.set[a] = newSize; } else { this.set[a] = b; this.set[b] = newSize; } } } compareSize(a, b) { if (this.set[a] === this.set[b]) { return true; } else if (this.set[a] < this.set[b]) { return true; } return false; } } // http://bost.ocks.org/mike/shuffle/ function shuffle(array) { let m = array.length; let t; let i; // While there remain elements to shuffle… while (m) { // Pick a remaining element… i = Math.floor(Math.random() * m--); // And swap it with the current element. t = array[m]; array[m] = array[i]; array[i] = t; } return array; } buildMaze();