Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Creating a 'hard' maze using Prim's Algorithm

I am using Prim's Algorithm to create a maze. I have successfully done so, but I am now trying to make it 'harder' by changing the way that it selects potential cells to be added to the maze. In my mind, 'hard' lies between two extremes:

Extreme #1 is a completely random selection of cells in the potential passage list, in which each branch develops at an approximately equal pace. This has a lot of different branches, but once you get to the point of origin you can pretty much follow a straight line towards the desired location. Here is a picture showing this approach:

enter image description here

Extreme #2 is where the last thing added to the list is selected, creating a long, tedious, easy maze. It is formed when you only pick the last item put into the potential passage list. Here is a picture showing this approach:

enter image description here

I am trying to put a balance on this by prioritizing cells placed most recently, but it is difficult to create branch-offs, as can be seen in the first, but still having a path that leads around the entire maze.

The most interesting way of attempting to do this was when I was trying to have a 50% chance of the last block added to be placed, then a 50 percent chance of the next if that one failed, and so on. However, I messed this up and tried to do the index of [-0] first, making a 50% chance of the first block to be added, then thee last, then the second last, and so on. This created an interesting maze, but when I 'fixed' it, the maze looked a lot like the second extreme.

Another approach I tried is the one used in my code:

for i in range(1, len(potential_passage_list) + 1):
        if randint(0, int(len(passage_list) / 50)) == 0:
            maze_passage(potential_passage_list[-i][0], potential_passage_list[-i][1])

This was to try and have a reasonable possibility of a block added to the potential_passage_list earlier on to be placed.

So, my question is, how can you create a 'hard' maze, containing lots of branch-offs, but a non-predictable pattern? What algorithms could be used to do this?

I am using python 3, and the pygame library to display everything.

Here is my code, if you can make sense of it:

import pygame
from random import shuffle, randint

# variables
######
# changeable variables
cell_size = 7  # cannot be less than 3
maze_length = 160 * cell_size + 1
maze_height = 100 * cell_size + 1
######

# colours
black = (0, 0, 0)
white = (245, 245, 245)
red = (255, 0, 0)
blue = (0, 0, 255)

# other variables
passage_list = []
potential_passage_list = []
impossible_passage = []
random_cell = []
done = False

# initialize pygame and display screen
pygame.init()
screen = pygame.display.set_mode((maze_length, maze_height))
pygame.display.flip()


def one_connection(cell_x, cell_y):
    # ensure that it will only touch one passage
    count = 0

    if [cell_x + cell_size, cell_y] in passage_list:
        count += 1
    if [cell_x - cell_size, cell_y] in passage_list:
        count += 1
    if [cell_x, cell_y + cell_size] in passage_list:
        count += 1
    if [cell_x, cell_y - cell_size] in passage_list:
        count += 1

    if count <= 1:
        return True
    else:
        return False


def valid_cell(cell_x, cell_y):
    # check if already in potential_passage_list
    if [cell_x, cell_y] in potential_passage_list:
        impossible_passage.append([cell_x, cell_y])
    # check if in impossible list
    elif [cell_x, cell_y] in impossible_passage:
        impossible_passage.append([cell_x, cell_y])
    # check if out of boundary
    elif cell_x < 0 or cell_x >= maze_length - cell_size or cell_y < 0 or cell_y >= maze_height - cell_size:
        impossible_passage.append([cell_x, cell_y])
    # ensure that it will only touch one passage
    elif not one_connection(cell_x, cell_y):
        impossible_passage.append([cell_x, cell_y])
    # check if it isolates any walls / cut off unconnected corners
    elif (([cell_x + cell_size, cell_y + cell_size] in passage_list and [cell_x + cell_size, cell_y] not in
           passage_list and [cell_x, cell_y + cell_size] not in passage_list) or
          ([cell_x + cell_size, cell_y - cell_size] in passage_list and [cell_x + cell_size, cell_y] not in
           passage_list and [cell_x, cell_y - cell_size] not in passage_list) or
          ([cell_x - cell_size, cell_y + cell_size] in passage_list and [cell_x - cell_size, cell_y] not in
           passage_list and [cell_x, cell_y + cell_size] not in passage_list) or
          ([cell_x - cell_size, cell_y - cell_size] in passage_list and [cell_x - cell_size, cell_y] not in
           passage_list and [cell_x, cell_y - cell_size] not in passage_list)):

        impossible_passage.append([cell_x, cell_y])
    # check if already in passage_list
    elif [cell_x, cell_y] not in passage_list:
        return True


# functions
def maze_passage(cell_x, cell_y):
    # reset block_passage_list
    block_passage_list = []

    # remove from list so it does not interfere with valid_cell procedure
    potential_passage_list.remove([cell_x, cell_y])
    if valid_cell(cell_x, cell_y):
        # display rectangle
        pygame.draw.rect(screen, white, [cell_x, cell_y, cell_size, cell_size])
        pygame.display.update()

        passage_list.append([cell_x, cell_y])

        # add valid walls to block_passage_list
        if valid_cell(cell_x + cell_size, cell_y):
            block_passage_list.append([cell_x + cell_size, cell_y])
        if valid_cell(cell_x - cell_size, cell_y):
            block_passage_list.append([cell_x - cell_size, cell_y])
        if valid_cell(cell_x, cell_y + cell_size):
            block_passage_list.append([cell_x, cell_y + cell_size])
        if valid_cell(cell_x, cell_y - cell_size):
            block_passage_list.append([cell_x, cell_y - cell_size])

        shuffle(block_passage_list)

        for j in block_passage_list:
            potential_passage_list.append(j)


# create initial cell
start_cell = [randint(0, int(maze_height / cell_size))*cell_size, randint(0, int(maze_height / cell_size))*cell_size]
potential_passage_list.append([start_cell[0], start_cell[1]])


# loop for creating maze
while not done:
    for event in pygame.event.get():
        # exit screen when exit pressed in pygame
        if event.type == pygame.QUIT:
            done = True

    # select cell
    for i in range(1, len(potential_passage_list) + 1):
        if randint(0, int(len(passage_list) / 50)) == 0:
            maze_passage(potential_passage_list[-i][0], potential_passage_list[-i][1])
            break

    # check if maze completion finished
    if not potential_passage_list:
        # create start and end
        passage_list.sort()
        pygame.draw.rect(screen, red, [passage_list[0][0] + 1, passage_list[0][1] + 1, cell_size - 2, cell_size - 2])
        pygame.draw.rect(screen, blue, [passage_list[-1][0] + 1, passage_list[-1][1] + 1, cell_size - 2, cell_size - 2])
        pygame.display.update()

Feel free to take my code, play around with it, and share what you have found works well.

Thanks!

like image 991
asdfjkl Avatar asked Dec 21 '18 16:12

asdfjkl


People also ask

How do you make a maze solver in Python?

To create a maze solver with Python, we need to choose a data structure to represent the maze and to represent the rollback algorithm that will be used to find the path from the start point to the endpoint. The best choice for choosing a data structure to store the maze is a two-dimensional array.


1 Answers

Instead of prioritizing recent vs. old cells, I like to use Kruskal's algorithm and specify different selection weights for removing edges in different configurations.

This lets you create mazes with a wide variety of different characteristics. There's a demo you can try here: https://mtimmerm.github.io/webStuff/maze.html

If you favor the options that extend existing paths (slider 1, 2, and 3) it will make harder mazes.

like image 116
Matt Timmermans Avatar answered Sep 29 '22 22:09

Matt Timmermans