Programming theory: Solve a maze
AlgorithmMazeAlgorithm Problem Overview
What are the possible ways to solve a maze?
Ive got two ideas, but I think they are not very elegant.
Base situation: We have a matrix, and the elements in this matrix are ordered in a way that it represents a maze, with one way in, and one out.
My first idea was to send a robot through the maze, following one side, until it's out of the maze. I think this is a very slow solution.
The second one passes through every successive item marked with 1, checks where it can go (up, right, down, left) chooses one way and it continues its path there. This is even slower than the first one.
Of course it's a bit faster if I make the two bots multi-threaded at every junction, but thats also not the best way.
There needs to be better solutions to send a bot through a maze.
EDIT
First: Thanks for the nice answers!
The second part of my question is: What to do in the case if we have a multi-dimensional graph? Are there special practices for that, or is the answer of Justin L. usable for that too?
I think it's not the best way for this case.
The third question:
Which of these maze solver algorithms is/are the fastest? (Purely hypothetically)
Algorithm Solutions
Solution 1 - Algorithm
You can think of your maze as a tree.
A
/
/
B C
/ \ /
D E F G
/ \
H I J
/
L M
/
** O
(which could possibly represent)
START
+ +---+---+
| A C G |
+---+ + + +
| D B | F | J |
+---+---+ +---+---+
| L H E I |
+---+ +---+---+
| M O |
+ +---+
FINISH
(ignoring left-right ordering on the tree)
Where each node is a junction of paths. D, I, J, L and O are dead ends, and ** is the goal. Of course, in your actual tree, each node has a possibility of having as many as three children.
Your goal is now simply finding what nodes to traverse to to find the finish. Any ol' tree search algorithm will do.
Looking at the tree, it's pretty easy to see your correct solution by simply "tracing up" from the ** at the deepest part of the tree:
A B E H M **
Note that this approach becomes only slightly more complicated when you have "loops" in your maze (i.e., when it is possible, without backtracing, you re-enter a passage you've already traversed through). Check the comments for one nice solution.
Now, let's look at your first solution you mentioned, applied to this tree.
Your first solution is basically a Depth-First Search, which really isn't that bad. It's actually a pretty good recursive search. Basically, it says, "Always take the rightmost approach first. If nothing is there, backtrack until the first place you can go straight or left, and then repeat.
A depth-first search will search the above tree in this order:
A B D (backtrack) E H L (backtrack) M ** (backtrack) O (backtrack thrice) I
(backtrack thrice) C F (backtrack) G J
Note that you can stop as soon as you find the **.
However, when you actually code a depth-first search, using recursive programming makes makes everything much easier. Even iterative methods work too, and you never have to explicitly program how to backtrack. Check out the linked article for implementations.
Another way of searching a tree is the Breadth-First solution, which searches through trees by depth. It'd search through the above tree in this order:
A (next level) B C (next level) D E F G (next level)
H I J (next level) L M (next level) ** O
Note that, due to the nature of a maze, breadth-first has a much higher average amount of nodes it checks. Breadth-first is easily implementing by having a queue of paths to search, and each iteration popping a path out of a queue, "exploding it" by getting all of the paths that it can turn into after one step, and putting those new paths at the end of the queue. There are no explicit "next level" commands to code, and those were just there to aid in understanding.
In fact, there is a whole expansive list of ways to search a tree. I've just mentioned the two simplest, most straightforward way.
If your maze is very, very long and deep, and has loops and crazies, and is complicated, I suggest the A* algorithm, which is the industry standard pathfinding algorithm which combines a Breadth-First search with heuristics...sort of like an "intelligent breadth-first search".
It basically works like this:
- Put one path in a queue (the path where you only walk one step straight into the maze). A path has a "weight" given by its current length + its straight-line distance from the end (which can be calculated mathematically)
- Pop the path with the lowest weight from the queue.
- "Explode" the path into every path that it could be after one step. (i.e., if your path is Right Left Left Right, then your exploded paths are R L L R R and R L L R L, not including illegal ones that go through walls)
- If one of these paths has the goal, then Victory! Otherwise:
- Calculate the weights of the exploded paths, and put all of them back into the queue (not including the original path)
- Sort the queue by weight, lowest first. Then repeat from Step #2
And that's A*, which I present specially highlighted because it is more or less the industry standard pathfinding algorithm for all applications of pathfinding, including moving from one edge of the map to another while avoiding off-road paths or mountains, etc. It works so well because it uses a shortest possible distance heuristic, which gives it its "intelligence". A* is so versatile because, given any problem, if you have a shortest possible distance heuristic available (ours is easy -- the straight line), you can apply it.
BUT it is of great value to note that A* is not your only option.
In fact, the wikipedia category of tree traversal algorithms lists 97 alone! (the best will still be on this page linked earlier)
Sorry for the length =P (I tend to ramble)
Solution 2 - Algorithm
Lots of maze-solving algorithms exist:
http://en.wikipedia.org/wiki/Maze_solving_algorithm
http://www.astrolog.org/labyrnth/algrithm.htm#solve
For a robot, Tremaux's algorithm looks promising.
Solution 3 - Algorithm
An interesting approach, at least I found it interesting, is to use cellular automata. In short a "space" cell surrounded by 3 "wall" cells turns into a "wall" cell. At the end the only space cells left are the ones on route to the exit.
If you look at the tree Justin put in his answer then you can see that leaf nodes have 3 walls. Prune the tree until you have a path.
Solution 4 - Algorithm
This is one of my favorite algorithms ever....
1) Move forward
2) Are you at a wall?
2a) If yes, turn left
3) Are you at the finish?
3a) If no, go to 1
3b) If yes, solved
Solution 5 - Algorithm
How about building a graph out of your Matrix and using Breadth First Search, Depth First Search or Dijkstras Algorithm?
Solution 6 - Algorithm
I had a similar problem in one of my University Comp. Sci. courses. The solution we came up with was to follow the left hand wall (right hand wall will work just as well). Here is some pseudocode
While Not At End
If Square To Left is open,
Rotate Left
Go Forward
Else
Rotate Right
End If
Wend
That's basically it. The complex part is keeping track of which direction your facing, and figuring out which grid position is on your left based on this direction. It worked for any test case I put up against it. Interesting enough the Professors solution was something along the lines of:
While Not At End
If Can Go North
Go North
ElseIf Can Go East
Go East
ElseIf Can Go South
Go South
ElseIf Can Go West
Go West
EndIf
Wend
Which will work well for most simple mazes, but fails on the a maze that looks like the following:
SXXXXXXXXXXXXX
X X
X X
X X
XXX X
X X X
X XXXXXXXXXXX XXXE
X X
XXXXXXXXXXXXXXXXXXX
With S and E being the start and end.
With anything that doesn't follow the wall, you end up having to keep a list of the places you have been, so that you can backtrack if necessary, when you fall into a dead end, and so that you don't get caught in a loop. If you follow the wall, there's no need to keep track of where you've been. Although you won't find the most optimal path through the maze, you will always get through it.
Solution 7 - Algorithm
This is a very simple representation to simulate maze in C++ :)
#ifndef vAlgorithms_Interview_graph_maze_better_h
#define vAlgorithms_Interview_graph_maze_better_h
static const int kMaxRows = 100;
static const int kMaxColumns = 100;
class MazeSolver
{
private:
char m_matrix[kMaxRows][kMaxColumns]; //matrix representation of graph
int rows, cols; //actual rows and columns
bool m_exit_found;
int m_exit_row, m_exit_col;
int m_entrance_row, m_entrance_col;
struct square //abstraction for data stored in every verex
{
pair<int, int> m_coord; //x and y co-ordinates of the matrix
square* m_parent; //to trace the path backwards
square() : m_parent(0) {}
};
queue<square*> Q;
public:
MazeSolver(const char* filename)
: m_exit_found(false)
, m_exit_row(0)
, m_exit_col(0)
, m_entrance_row(0)
, m_entrance_col(0)
{
ifstream file;
file.open(filename);
if(!file)
{
cout << "could not open the file" << endl << flush;
// in real world, put this in second phase constructor
}
init_matrix(file);
}
~MazeSolver()
{
}
void solve_maze()
{
//we will basically use BFS: keep pushing squares on q, visit all 4 neighbors and see
//which way can we proceed depending on obstacle(wall)
square* s = new square();
s->m_coord = make_pair(m_entrance_row, m_entrance_col);
Q.push(s);
while(!m_exit_found && !Q.empty())
{
s = Q.front();
Q.pop();
int x = s->m_coord.first;
int y = s->m_coord.second;
//check if this square is an exit cell
if(x == m_exit_row && y == m_exit_col)
{
m_matrix[x][y] = '>'; // end of the path
m_exit_found = true;
//todo: try breaking? no= queue wont empty
}
else
{
//try walking all 4 neighbors and select best path
//NOTE: Since we check all 4 neighbors simultaneously,
// the path will be the shortest path
walk_path(x-1, y, s);
walk_path(x+1, y, s);
walk_path(x, y-1, s);
walk_path(x, y+1, s);
}
} /* end while */
clear_maze(); //unset all previously marked visited shit
//put the traversed path in maze for printing
while(s->m_parent)
{
m_matrix[s->m_coord.first][s->m_coord.second] = '-';
s = s->m_parent;
} /* end while */
}
void print()
{
for(int i=0; i<rows; i++)
{
for(int j=0; j<cols; j++)
cout << m_matrix[i][j];
cout << endl << flush;
}
}
private:
void init_matrix(ifstream& file)
{
//read the contents line-wise
string line;
int row=0;
while(!file.eof())
{
std::getline(file, line);
for(int i=0; i<line.size(); i++)
{
m_matrix[row][i] = line[i];
}
row++;
if(line.size() > 0)
{
cols = line.size();
}
} /* end while */
rows = row - 1;
find_exit_and_entry();
m_exit_found = false;
}
//find and mark ramp and exit points
void find_exit_and_entry()
{
for(int i=0; i<rows; i++)
{
if(m_matrix[i][cols-1] == ' ')
{
m_exit_row = i;
m_exit_col = cols - 1;
}
if(m_matrix[i][0] == ' ')
{
m_entrance_row = i;
m_entrance_col = 0;
}
} /* end for */
//mark entry and exit for testing
m_matrix[m_entrance_row][m_entrance_col] = 's';
m_matrix[m_exit_row][m_exit_col] = 'e';
}
void clear_maze()
{
for(int x=0; x<rows; x++)
for(int y=0; y<cols; y++)
if(m_matrix[x][y] == '-')
m_matrix[x][y] = ' ';
}
// Take a square, see if it's the exit. If not,
// push it onto the queue so its (possible) pathways
// are checked.
void walk_path(int x, int y, square* parent)
{
if(m_exit_found) return;
if(x==m_exit_row && y==m_exit_col)
{
m_matrix[x][y] = '>';
m_exit_found = true;
}
else
{
if(can_walk_at(x, y))
{
//tag this cell as visited
m_matrix[x][y] = '-';
cout << "can walk = " << x << ", " << y << endl << flush;
//add to queue
square* s = new square();
s->m_parent = parent;
s->m_coord = make_pair(x, y);
Q.push(s);
}
}
}
bool can_walk_at(int x, int y)
{
bool oob = is_out_of_bounds(x, y);
bool visited = m_matrix[x][y] == '-';
bool walled = m_matrix[x][y] == '#';
return ( !oob && !visited && !walled);
}
bool is_out_of_bounds(int x, int y)
{
if(x<0 || x > rows || y<0 || y>cols)
return true;
return false;
}
};
void run_test_graph_maze_better()
{
MazeSolver m("/Users/vshakya/Dropbox/private/graph/maze.txt");
m.print();
m.solve_maze();
m.print();
}
#endif
Solution 8 - Algorithm
Just an idea. Why not throw some bots in there in the monte carlo fashion.
Let's call the first generation of bots gen0.
We only keep the bots from gen0 that have some continuous roads in this way:
-from the start to some point
or -from some point to the end
We run a new gen1 of bots in new random dots, then we try to connect the roads of the bots of gen1 with those of gen0 and see if we get a continous road from start to finish.
So for genn we try to connect with the bots form gen0, gen1, ..., genn-1.
Of course a generation lasts only a feasibil finit amount of time.
I don't know if the complexion of the algorithm will prove to be practical for small data sets.
Also the algorithm assumes we know start and finish points.
some good sites for ideas:
http://citeseerx.ist.psu.edu/
http://arxiv.org/
Solution 9 - Algorithm
If the robot can keep track of its location, so it knows if it has been to a location before, then depth-first search is the obvious algorithm. You can show by an adversarial argument that it is not possible to get better worst-case performance than depth-first search.
If you have available to you techniques that cannot be implemented by robots, then breadth-first search may perform better for many mazes, as may Dijkstra's algorithm for finding the shortest path in a graph.
Solution 10 - Algorithm
Same answer as all questions on stack-overflow ;)
Use vi!
http://www.texteditors.org/cgi-bin/wiki.pl?Vi-Maze
It's truly fascinating to see a text editor solve an ascii-maze, I'm sure the emacs guys have an equivalent ..
Solution 11 - Algorithm
there are many algorithms, and many different settings that specify which algorithm is best. this is just one idea about an interesting setting:
let's assume you have the following properties...
- you move a robot and you want to minimize its movement, not its CPU usage.
- that robot can either inspect only its neighbouring cells or look along corridors either seeing or not seeing cross-ways.
- it has GPS.
- it knows the coordinates of its destination.
then you can design an A.I. which...
- draws a map – every time it receives new information about the maze.
- calculates the minimal known path lengths between all unobserved positions (and itself and the destination).
- can prioritize unobserved positions for inspection based upon surrounding structures. (if it is impossible to reach the destination from there anyway...)
- can prioritize unobserved positions for inspection based upon direction and distance to destination.
- can prioritize unobserved positions for inspection based upon experience about collecting information. (how far can it see on average and how far does it have to walk?)
- can prioritize unobserved positions to find possible shortcuts. (experience: are there many loops?)
Solution 12 - Algorithm
This azkaban algorithm might also help you, http://journals.analysisofalgorithms.com/2011/08/efficient-maze-solving-approach-with.html
Solution 13 - Algorithm
The best way to solve a maze is to use a connectivity algorithm such as union-find which is a quasi-linear time algorithm assuming path compression is done.
Union-Find is a data structure that tells you whether two elements in a set are transitively connected.
To use a union-find data structure to solve a maze, first the neighbor connectivity data is used to build the union-find data structure. Then the union find is compressed. To determine whether the maze is solvable the entrance and exit values are compared. If they have the same value, then they are connected and the maze is solvable. Finally, to find a solution, you start with the entrance and examine the root associated with each of its neighbors. As soon as you find a previously unvisited neighbor with the same root as the current cell, you visit that cell and repeat the process.
The main disadvantage of this approach is that it will not tell you the shortest route through the maze, if there is more than one path.
Solution 14 - Algorithm
Not specifically for your case, but I've come across several programming contest questions where I found the Lee's algorithm quite handy to code up quickly. Its not the most efficient for all cases, but is easy to crank out. Here's one I hacked up for a contest.