Hi Clifford!

	Could you please elaborate?  This sounds fascinating,
but I don't quite grok it.  For example, when/how do you decide
to place or destroy a wall?

	Do you have a pointer that goes into more detail?

	Thanks!
-- Glenn

Clifford Heath wrote:

> Ruby Quiz wrote:
> 
>> Below, I want to look into Dominik Bathon's code.
> 
> 
> Nicely coded, I enjoyed learning some Ruby tricks.
> 
> Unfortunately if you look at the mazes this algorithm generates,
> you'll see a serious flaw. They always seem to "fan out" from
> the start position - in other words there is not a random nature
> to the shape of the paths away from the start position. It makes
> the mazes much easier to solve. I made the same mistake when I
> first wrote a maze generator.
> 
> The commonly accepted alternative method (which produces *random*
> mazes) is to number every square with a distinct number 0..N, then
> choose a random wall which divides two cells having different
> numbers. Throughout the maze, change the higher number to the
> lower number, and repeat until the whole maze is numbered 0. This
> takes exactly N cycles.
> 
> The search for a random wall requires a circular search around the
> maze from a randomly-chosen start position, until a suitable wall
> is found.
> 
> Clifford Heath.