ANALYSIS AND COMPARISON OF EXISTING MAZE GENERATION METHODS IN COMPUTER GAMES

Authors

DOI:

https://doi.org/10.35546/kntu2078-4481.2024.3.29

Keywords:

algorithm, maze, Unity, game, maze generation.

Abstract

In the era of the information society, where the visualization of game and simulation spaces is becoming increasingly important, the development of algorithms for generating mazes is becoming more and more relevant. Interactive games, virtual reality, educational platforms, and other areas require the generation of mazes of various complexities and configurations to provide variety and an engaging experience for players and users. Traditional maze generation methods, such as the Wilson algorithm or the Prim’s algorithm, may be limited in their flexibility and ability to create mazes with specified characteristics. Procedural maze generation methods offer a more flexible and powerful approach. These methods allow generating mazes with different parameters, such as size, complexity, branching type, presence of dead ends, and other elements. As a result, procedural methods are becoming increasingly popular for maze generation in a wide range of applications. This research aims to compare different maze generation algorithms. The paper investigates and compares five algorithms: Recursive Backtracker, Kruskal’s Algorithm, Aldous-Broder Algorithm, Hunt-and-Kill Algorithm, and Binary Tree Algorithm. There is a need to determine the efficiency of different methods in terms of structural complexity and variability of the generated mazes. Analyzing the impact of different methods on computational resources and generation time is also a key aspect, especially in demanding applications such as video games or simulations. Such analysis will help identify optimal and efficient approaches to maze generation for different applications.The research results may be useful for game developers, for researchers in artificial intelligence who want to develop algorithms for solving routing problems, and so on. This research will help developers better understand the capabilities and limitations of each algorithm to make an informed choice.

References

Kim P. H. Intelligent Maze Generation. 2019. URL: http://rave.ohiolink.edu/etdc/view?acc_num=osu1563286393237089.

Bontchev B., Panayotova R. Towards Automatic Generation of Serious Maze Games for Education. Serdica Journal of Computing. 2018. Vol. 11, no. 3-4. P. 249–278. URL: https://doi.org/10.55630/sjc.2017.11.249-278.

Safak A. B., Bostanci E., Soylucicek A. E. Automated Maze Generation for Ms. Pac-Man Using Genetic Algorithms. International Journal of Machine Learning and Computing. 2016. Vol. 6, no. 4. P. 226–230. URL: https://doi.org/10.18178/ijmlc.2016.6.4.602.

Jeong K., Kim J. Event-Centered Maze Generation Method for Mobile Virtual Reality Applications. Symmetry. 2016. Vol. 8, no. 11. P. 120. URL: https://doi.org/10.3390/sym8110120.

Mazes in videogames: meaning, metaphor and design. Choice Reviews Online. 2013. Vol. 51, no. 02. P. 51–0692–51–0692. URL: https://doi.org/10.5860/choice.51-0692.

Gazzard A. Paths, players, places : towards an understanding of mazes and spaces in videogames : thesis. 2010. URL: http://hdl.handle.net/2299/4804.

Nwankwo G., Mohammed S., Fiaidhi J. Procedural Content Generation for Dynamic Level Design and Difficulty in a 2D Game Using UNITY. International Journal of Multimedia and Ubiquitous Engineering. 2017. Vol. 12, no. 9. P. 41–52. URL: https://doi.org/10.14257/ijmue.2017.12.9.04.

Watkins R. Procedural Content Generation for Unity Game Development. Packt Publishing, Limited, 2016.

Марчук Г.В., Любченко Д.В. Генерація лабіринтів за допомогою алгоритму Hunt and Kil. «Вчені записки ТНУ імені В.І. Вернадського». Серія: технічні науки, Том 35(74) № 3 Ч.1. 2024. С. 130-135. URL: https://doi.org/10.32782/2663-5941/2024.3.1/20

Development and Evaluation of Maze-Like Puzzle Games to Assess Cognitive and Motor Function in Aging and Neurodegenerative Diseases / T. Nef et al. Frontiers in Aging Neuroscience. 2020. Vol. 12. URL: https://doi.org/10.3389/fnagi.2020.00087.

Published

2024-11-26