TL;DR: A simple algorithm to generate a picturesque maze with any given endpoints for a 2-edge-connected input image using a black-and-white raster image is proposed.
Abstract: A picturesque maze is a kind of maze in which the solution path reveals a hidden black-and-white raster image. We propose here an algorithm to generate a picturesque maze of a given black-and-white raster image. Okamoto and Uehara proposed an algorithm to generate a picturesque maze by turning each original pixel into a 2-by-2 set of pixels. One drawback of the method is that the entrance and the exit are always adjacent. We propose a simple algorithm to generate a picturesque maze with any given endpoints for a 2-edge-connected input image.
TL;DR: Prim’s maze generation algorithm is used to automatically create maze environments that have different patterns every time and to compute mazes with finite paths to maximize users’ tension and immersion.
Abstract: This study proposes a method of effectively creating mobile virtual reality scenes centered at events for the purpose of providing new experiences in virtual reality environment to users. For this purpose, this paper uses Prim’s maze generation algorithm to automatically create maze environments that have different patterns every time and to compute mazes with finite paths. This paper designs a scheme of creating virtual reality scenes based on event-centered mazes to maximize users’ tension and immersion. Here, event components that are appropriate for the maze environment are defined and maze patterns are created centered at the event point where events that are appropriate for the maze pattern are automatically created. Finally, the paper analyzes whether the proposed virtual reality scene based on event-centered mazes is helpful in enhancing users’ immersion and arousing their interest through diverse experiments.
TL;DR: This paper provides a method which generates the desired maze when users give desired properties using search-based procedural content generation (SBPCG) approach, in which the process repeatedly generate-and-test mazes to obtain a satisfactory maze.
Abstract: Maze is a puzzle, in which players need to find a path from an entrance to a goal on the maze. Although maze is a puzzle itself, it is also used as a tool in different fields, such as computer game and robotics. Since maze users in different fields may have different purposes of using a maze, different desired properties may be wanted on the maze. This paper provides a method which generates the desired maze when users give desired properties. Our method uses search-based procedural content generation (SBPCG) approach, in which the process repeatedly generate-and-test mazes to obtain a satisfactory maze. Our research focuses on a perfect maze, and existing perfect maze generation algorithms can be used in the SBPCG approach. When the algorithms are used, to obtain a desired maze with a higher probability, our method chooses the best algorithm amongst intelligently. Lastly, we provide several use cases and demonstrate that our method generates desired mazes effectively for each use case.
TL;DR: This study proposed a method to combine the maze generation algorithm and the graph patterns designed by designers, in order to make mazes can be constructed not only automatically but also creatively.
Abstract: Rectangular digital mazes can be constructed by algorithms automatically. However, visual aesthetics such as the shapes and structures of mazes can’t be created gracefully due to the mechanic characteristics of algorithms. This study proposed a method to combine the maze generation algorithm and the graph patterns designed by designers, in order to make mazes can be constructed not only automatically but also creatively.
TL;DR: A new benchmark, for testing the capability of Evolutionary Algorithms to generate maze solving Exploration Strategies is introduced, and the Connectivity Based Maze Generation Algorithm is proposed for building maze sets.
Abstract: In this paper, a new benchmark, for testing the capability of Evolutionary Algorithms to generate maze solving Exploration Strategies is introduced. This benchmark solves three problems commonly found in other benchmarks: small maze set, all mazes belonging to the same kind of maze, and biased methods for choosing starting locations. In this benchmark, the Connectivity Based Maze Generation Algorithm is proposed for building maze sets. Mazes generated using this algorithm exhibit a property called connectivity that indicates how much the walls are connected among them. Connectivity can be used to control the diversity of the sets. Additionally, a new method for choosing starting locations, that takes into account the maze goal positions, is presented. Using the Connectivity Based Maze Generation Algorithm and the new method for choosing starting locations, two problems that test the capability of an Evolutionary Algorithm for solving mazes with similar and different connectivity are built. Example datasets are generated and experiments are performed to validate the proposed benchmark.