22 May '13, 11am

@smestorp I'm playing with maze stuff, following this guy's guides. I've done so before and hated the bitwise stuff.

Actually, once you understand this algorithm, I think the best place to go next would be to change it to a breadth-first traversal. The intuition here is that a maze is an undirected graph, and this algorithm constructs the maze by traversing that graph in depth-first order. This is dandy, but as Jamis noted, it requires stack size proportional to the size of the maze (in the worst case). Actually, it would be more precise to say that it require stack size proportional to the longest acyclic path through the maze, which is (in the worst case) the entire maze, but in the average case will be much much less. Anyway, the motivation for breadth-first traversal is that you no longer have to maintain the longest acyclic path, you simply maintain a queue of unvisited cells. The worst-case complexity is a lot better here, seeing as it can’t be the entire maze (actually, I believe ...

Full article: http://weblog.jamisbuck.org/2010/12/27/maze-generation-re...

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