8 Maze Generating Algorithms in 3 Minutes

  Рет қаралды 59,558

Felipe Saravia

Felipe Saravia

Күн бұрын

Пікірлер: 45
@skyman255
@skyman255 3 жыл бұрын
---Time Stamps for all Algorithms-- Depth first search 0:16 Randomized Prim's Algorithm 0:33 Eller's Algorithm 0:49 Hunt-and-kill Algorithm 1:06 Binary Tree Algorithm 1:23 Randomized Kruskal's Algorithm 1:39 Sidewinder Algorithm 1:56 Aldous-Broder Algorithm 2:12
@karlnikolasalcala8208
@karlnikolasalcala8208 3 жыл бұрын
Possibly the best enumeration video. No small talks, and goes immediately to the point!
@jasontoddchampion
@jasontoddchampion 6 ай бұрын
Thank you for this video. It is incredibly useful, and seeing the visualization alongside the description is helpful. If there was a "useful information density" award, you deserve it.
@ezhabebe2904
@ezhabebe2904 4 жыл бұрын
This was so satisfying to watch man, keep up the good work!
@TheLazyReviewer
@TheLazyReviewer 4 жыл бұрын
This is strangely relaxing!! Excellent job
@the_green_snake4187
@the_green_snake4187 3 жыл бұрын
This is the best formatted video i've seen
@franzrojasayala1401
@franzrojasayala1401 3 жыл бұрын
But can it generate the path to the maze of your heart?
@hhcdghjjgsdrt235
@hhcdghjjgsdrt235 2 жыл бұрын
single dude
@Tricob1974
@Tricob1974 Жыл бұрын
My algorithm ("Maze Creator") is closest to the Depth First Search. It stores a number in each cell visited, giving it a 1, 2, 3, or 4 depending on what direction it moves to from there (North, East, South, and West). If a dead end is reached, any square it backtracks from is marked with a "5". These are all "guide numbers". Each cell contains one 8-bit number, and the guide number is stored in the fourth, fifth, and sixth bit of the cell's contents. The seventh and eighth bits contain "path data", where the seventh bit tells if the south path is open, while the eighth bit tells if the east path is open (To see if the west path is open, you have to check the data from the cell to west, while the cell to the north will tell you if the north path is open).
@crayder1100
@crayder1100 3 жыл бұрын
I've been playing around with applying randomness to depth-first. During generation steps I simply give chances to do the following instead of normal depth-first'ing; jump to random unvisited cell anywhere near the path and branch from there (many more branches this way, interestingly long ones), randomly backtrack a few spaces and branch from there (again more branches but smaller ones), or randomly allow the depth-first phase then go back to the previous cell (even more branches, but this makes single and double node dead-ends more often which is fantastic for my game). Each of these three values can be adjusted and produce much better results than normal depth first. EDIT: TLDR* normal depth-first normally ends up generating a long path with very few branches to get lost in. Mine eliminates the latter.
@klauspeter2199
@klauspeter2199 Жыл бұрын
I've tried that, too :D I also like to allow some paths to extend longer in a certain direction. To me it makes the paths look more like mazes in real life, where you kind of have long hallways instead of having corners every 1 - 2 cells. It's more refreshing if you walk through the maze. I used that for a minecraft maze generator if that makes more sense.
@crayder1100
@crayder1100 Жыл бұрын
@@klauspeter2199 ​ I made it in JS as well so you can test it out here: (link removed because KZbin keeps deleting my comment... not sure how to share it.) You can see what the fields at the top are by clicking on them. But it's Width, Height, Random Branch Chance, and Random Stasis Chance. Branch chance make branches more likely and Stasis makes the map generate around where it is currently more often. These are important for what I was explaining above. Also if you click Calculate then Path it'll show you the longest possible path.
@crayder1100
@crayder1100 Жыл бұрын
​@@klauspeter2199 (ht$tp @s : / / jsf $iddl@ e$.@net/Cr@ ay $d eh/8$07 n$w 6z $ f/ @ 31/sh o @$ w) (remove spaces, @, and $ symbols, KZbin keeps deleting my comment with the link in it)
@crayder1100
@crayder1100 Жыл бұрын
@@klauspeter2199 Yes, all those spaces and symbols were necessary and THAT'S F**KING STUPID, @Google.
@klauspeter2199
@klauspeter2199 Жыл бұрын
@@crayder1100 is it available on your github?
@lehase8474
@lehase8474 4 жыл бұрын
Nice visual explanation of the algorithms
@ryanmota3280
@ryanmota3280 4 жыл бұрын
This is super interesting i gotta stay tuned.
@trombonemunroe
@trombonemunroe Жыл бұрын
This video was so good I immediately subscribed! But where's Wilson's algorithm? It generates an unbiased sample from the uniform distribution over all mazes, using loop-erased random walks, not favouring either long corridors (like DFS) nor many short dead ends (like Kruskal's and Prim's algorithms). It should be included here.
@madarauchiha3293
@madarauchiha3293 4 жыл бұрын
This is something new! be waiting for more!
@black-kv5ly
@black-kv5ly Жыл бұрын
This video is what I want to see. very good!!!💯💯💯
@cakerzpit518
@cakerzpit518 Жыл бұрын
This was very helpful
@magnaviator
@magnaviator 4 жыл бұрын
so cool, thanks!
@large_ahmed
@large_ahmed 11 ай бұрын
Is there a specific algorithm that forms a maze from a selected finnish & end ? (Within a boundry)???
@todo1553
@todo1553 11 ай бұрын
i think the best way would be to generate the maze then carve a path
@large_ahmed
@large_ahmed 10 ай бұрын
@@todo1553 cheers
@subrezz5389
@subrezz5389 4 жыл бұрын
Awesome 🔥🔥
@dennismalone6735
@dennismalone6735 4 жыл бұрын
nice video!
@white_145
@white_145 7 ай бұрын
1:46 isnt it wave function collapse?
@everlyjayag8521
@everlyjayag8521 4 жыл бұрын
very satisfying!!!!
@prashanthbala7368
@prashanthbala7368 4 жыл бұрын
Love this
@pabloyagani
@pabloyagani 4 жыл бұрын
Cool vid 😁
@LIFTTOEAT
@LIFTTOEAT 4 жыл бұрын
This is so memorizing! 👀
@ImXyper
@ImXyper 2 жыл бұрын
I think you mean mesmerising
@Fr3shAl3xLp
@Fr3shAl3xLp 4 жыл бұрын
nice video :)
@DropShotPat
@DropShotPat 7 ай бұрын
how do i git at that repo...
@AVADH_OJHA-gd7pu
@AVADH_OJHA-gd7pu Ай бұрын
DPS was the best one
@kevnar
@kevnar 6 ай бұрын
Any algorithm with excessive amounts of hallways a single cell long should not count as a maze. When you can clearly see it's a dead end, it's no longer a puzzle to solve. It's just a bunch of space filler. You might as well just seal those passages off and have a single path through the whole thing. You know you're a nerd when you start gatekeeping what counts as a valid maze algorithm.
@daybydaysounds4386
@daybydaysounds4386 4 жыл бұрын
So interesting! 🧠
@RACHOTINANDINIRACHOTINANDINI
@RACHOTINANDINIRACHOTINANDINI Жыл бұрын
where is the github link?
@lelsonmclel1207
@lelsonmclel1207 4 жыл бұрын
nice
@amazon8549
@amazon8549 2 жыл бұрын
Wanted a tutorial.
@raphaelcontri993
@raphaelcontri993 Ай бұрын
the randomized DFS is the easiest
@raphaelcontri993
@raphaelcontri993 Ай бұрын
but the kruskall's one is the mlst beautiful to watch
@tushardixit679
@tushardixit679 3 жыл бұрын
nice
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