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binary_tree_maze.py11
new file mode 100644
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import random
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def generate_binary_tree_maze(width, height):
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"""
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Generates a maze using the Binary Tree algorithm.
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For each cell, it randomly chooses to carve either North or East.
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Resulting maze always has a clear path along the North and East boundaries.
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"""
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grid_w = width * 2 + 1
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grid_h = height * 2 + 1
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grid = [[1 for _ in range(grid_w)] for _ in range(grid_h)]
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for y in range(height):
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for x in range(width):
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gx, gy = x * 2 + 1, y * 2 + 1
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grid[gy][gx] = 0
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neighbors = []
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if x < width - 1:
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neighbors.append('E')20+
if y < height - 1:
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neighbors.append('S') 22+
if neighbors:
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choice = random.choice(neighbors)
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if choice == 'E':
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grid[gy][gx + 1] = 0
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else:
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grid[gy + 1][gx] = 0
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return grid
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def print_maze(grid):
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for row in grid:
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line = "".join(["#" if cell == 1 else " " for cell in row])
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print(line)
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if __name__ == "__main__":
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w, h = 15, 10
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maze = generate_binary_tree_maze(w, h)
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print_maze(maze)
📄
braid_maze_generator.py11
new file mode 100644
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import random
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def generate_braid_maze(width, height):
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"""
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Generates a braid maze (no dead ends) by removing all dead ends from a basic grid.
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"""
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# Initialize grid with walls (1) and paths (0)
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# Using a 2*N+1 grid for walls between cells
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grid = [[1 for _ in range(width * 2 + 1)] for _ in range(height * 2 + 1)]
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# Start with a simple spanning tree (using Prim's or randomized DFS)
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# For this one-liner/simple style, let's use a basic DFS approach
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stack = [(0, 0)]
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visited = set([(0, 0)])
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grid[1][1] = 0
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while stack:
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cx, cy = stack[-1]
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neighbors = []
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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nx, ny = cx + dx, cy + dy
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if 0 <= nx < width and 0 <= ny < height and (nx, ny) not in visited:
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neighbors.append((nx, ny, dx, dy))
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if neighbors:
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nx, ny, dx, dy = random.choice(neighbors)
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visited.add((nx, ny))
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grid[cy * 2 + 1 + dy][cx * 2 + 1 + dx] = 0
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grid[ny * 2 + 1][nx * 2 + 1] = 0
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stack.append((nx, ny))
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else:
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stack.pop()
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# BRAIDING: Find all dead ends and remove them
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# A dead end is a path cell with exactly one path neighbor
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for y in range(height):
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for x in range(width):
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gx, gy = x * 2 + 1, y * 2 + 1
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if grid[gy][gx] == 0:
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neighbors = []
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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if grid[gy + dy][gx + dx] == 0:
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neighbors.append((dx, dy))
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if len(neighbors) == 1:
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# Found a dead end! Pick a random wall neighbor and remove it
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walls = []
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for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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# Ensure we don't go out of bounds
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if 1 <= gx + dx < width * 2 and 1 <= gy + dy < height * 2:
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if grid[gy + dy][gx + dx] == 1:
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walls.append((dx, dy))
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if walls:
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wdx, wdy = random.choice(walls)
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grid[gy + wdy][gx + wdx] = 0
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return grid
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def print_maze(grid):
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for row in grid:
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print("".join(["#" if cell == 1 else " " for cell in row]))63+
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if __name__ == "__main__":
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maze = generate_braid_maze(15, 7)
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print_maze(maze)
📄
iterative_maze_generator.py11
new file mode 100644
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#!/usr/bin/env python3
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"""
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Recursive Backtracking Maze Generator (Iterative Version)
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An iterative implementation of the recursive backtracking algorithm to avoid stack limits.
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"""
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import random
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import sys
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def generate_maze_iterative(width: int = 21, height: int = 11) -> list[list[str]]:
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# Ensure odd dimensions
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width = width if width % 2 == 1 else width + 1
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height = height if height % 2 == 1 else height + 1
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maze = [['#' for _ in range(width)] for _ in range(height)]
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# Use stack for iterative backtracking
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stack = [(1, 1)]
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maze[1][1] = ' '
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while stack:
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x, y = stack[-1]
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directions = [(0, -2), (0, 2), (-2, 0), (2, 0)]
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random.shuffle(directions)
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found = False
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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if 0 < nx < width - 1 and 0 < ny < height - 1 and maze[ny][nx] == '#':
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maze[y + dy // 2][x + dx // 2] = ' '
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maze[ny][nx] = ' '
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stack.append((nx, ny))
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found = True
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break
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if not found:
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stack.pop()
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# Entrance and Exit
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maze[0][1] = ' '
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maze[height - 1][width - 2] = ' '
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return maze
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def print_maze(maze: list[list[str]]) -> None:
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for row in maze:
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print(''.join(row))48+
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if __name__ == '__main__':
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w = int(sys.argv[1]) if len(sys.argv) > 1 else 21
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h = int(sys.argv[2]) if len(sys.argv) > 2 else 11
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print_maze(generate_maze_iterative(w, h))
📄
maze_generator.py11
new file mode 100644
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#!/usr/bin/env python3
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"""
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ASCII Maze Generator using Recursive Backtracking
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Generates random mazes and prints them in ASCII art.
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Usage: python maze_generator.py [width] [height]
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"""
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import random
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import sys
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def generate_maze(width: int = 21, height: int = 11) -> list[list[str]]:
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"""Generate a maze using recursive backtracking algorithm."""
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# Ensure odd dimensions for proper walls
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width = width if width % 2 == 1 else width + 1
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height = height if height % 2 == 1 else height + 1
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# Initialize grid with walls
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maze = [['#' for _ in range(width)] for _ in range(height)]
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def carve(x: int, y: int):
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"""Carve passages from current position."""
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maze[y][x] = ' '
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directions = [(0, -2), (0, 2), (-2, 0), (2, 0)]
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random.shuffle(directions)
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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if 0 < nx < width - 1 and 0 < ny < height - 1 and maze[ny][nx] == '#':
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maze[y + dy // 2][x + dx // 2] = ' '
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carve(nx, ny)
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# Start from (1, 1)
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carve(1, 1)
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# Create entrance and exit
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maze[0][1] = ' '
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maze[height - 1][width - 2] = ' '
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return maze
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def print_maze(maze: list[list[str]]) -> None:
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"""Print the maze to terminal."""
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for row in maze:
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print(''.join(row))46+
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def main():
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width = int(sys.argv[1]) if len(sys.argv) > 1 else 21
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height = int(sys.argv[2]) if len(sys.argv) > 2 else 11
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maze = generate_maze(width, height)
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print_maze(maze)
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if __name__ == '__main__':
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main()
📄
maze_solver.py11
new file mode 100644
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#!/usr/bin/env python3
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"""
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Simple BFS Maze Solver for ASCII Mazes.
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Identifies a path from entrance to exit.
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"""
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from collections import deque
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def solve_maze(maze):
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height = len(maze)
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width = len(maze[0])
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# Start (top entrance) and target (bottom exit)
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start = (0, 1)
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target = (height - 1, width - 2)
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queue = deque([start])
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visited = {start: None} # node: parent19+
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while queue:
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y, x = queue.popleft()
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if (y, x) == target:
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break
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for dy, dx in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
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ny, nx = y + dy, x + dx
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if 0 <= ny < height and 0 <= nx < width:
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if maze[ny][nx] == ' ' and (ny, nx) not in visited:
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visited[(ny, nx)] = (y, x)
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queue.append((ny, nx))
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# Reconstruct path
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path = []
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curr = target
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while curr:
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path.append(curr)
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curr = visited.get(curr)
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return path
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if __name__ == "__main__":
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from maze_generator import generate_maze, print_maze
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maze = generate_maze(21, 11)
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print("Generated Maze:")47+
print_maze(maze)
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path = solve_maze(maze)
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# Mark path with dots
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for y, x in path:
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if maze[y][x] == ' ':
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maze[y][x] = '.'
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print("\nSolved Maze (Path marked with '.'):")57+
print_maze(maze)
📄
recursive_backtracker_maze.py11
new file mode 100644
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import random
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def generate_maze(width=21, height=11):
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# Ensure odd dimensions for walls/paths
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width = width if width % 2 == 1 else width + 1
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height = height if height % 2 == 1 else height + 1
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maze = [['#' for _ in range(width)] for _ in range(height)]
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def walk(x, y):
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maze[y][x] = ' '
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directions = [(0, 2), (0, -2), (2, 0), (-2, 0)]
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random.shuffle(directions)
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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if 0 < nx < width - 1 and 0 < ny < height - 1 and maze[ny][nx] == '#':
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maze[y + dy // 2][x + dx // 2] = ' '
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walk(nx, ny)
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walk(1, 1)
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return maze
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def print_maze(maze):
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for row in maze:
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print("".join(row))28+
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if __name__ == "__main__":
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m = generate_maze(31, 15)
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print_maze(m)
📄
sidney_maze_generator.py11
new file mode 100755
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#!/usr/bin/env python3
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"""
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Sidney's Algorithm (Sidewinder Variant) Maze Generator
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A simple sidewinder-like algorithm that processes row by row.
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For each cell, it decides to either carve East or carve North from a run.
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"""
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import random
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import sys
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def generate_sidney_maze(width: int = 21, height: int = 11) -> list[list[str]]:
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# Ensure odd dimensions
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width = width if width % 2 == 1 else width + 1
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height = height if height % 2 == 1 else height + 1
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maze = [['#' for _ in range(width)] for _ in range(height)]
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# Process rows (skipping boundaries)
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for y in range(1, height - 1, 2):
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run = []
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for x in range(1, width - 1, 2):
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maze[y][x] = ' '
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run.append((x, y))
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at_eastern_boundary = (x == width - 2)
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at_northern_boundary = (y == 1)
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# Should we close the run? (Always at East boundary, never at North boundary alone)
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should_close = at_eastern_boundary or (not at_northern_boundary and random.choice([True, False]))
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if should_close:
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# Pick a random cell from the run and carve North
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if not at_northern_boundary:
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member_x, member_y = random.choice(run)
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maze[member_y - 1][member_x] = ' '
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run = []
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else:
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# Carve East
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maze[y][x + 1] = ' '
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# Entrance and Exit
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maze[0][1] = ' '
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maze[height - 1][width - 2] = ' '
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return maze
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def print_maze(maze: list[list[str]]) -> None:
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for row in maze:
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print(''.join(row))51+
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def main():
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width = int(sys.argv[1]) if len(sys.argv) > 1 else 21
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height = int(sys.argv[2]) if len(sys.argv) > 2 else 11
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maze = generate_sidney_maze(width, height)
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print_maze(maze)
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if __name__ == '__main__':
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main()
📄
static_mazes.md11
new file mode 100644
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# Collection of Static Mazes
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## Zig-Zag Maze (5x5)
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```text
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#####
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# #
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### #
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# #
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#####
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```
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