Maze solving

From Rosetta Code
Revision as of 21:55, 26 September 2012 by rosettacode>Dd1968
Task
Maze solving
You are encouraged to solve this task according to the task description, using any language you may know.

For a maze generated by this task, write a function that finds (and displays) the shortest path between two cells. Note that because these mazes are generated by the Depth-first search algorithm, they contain no circular paths, and a simple depth-first tree search can be used.

Ada

The maze is read from the standard input. The size of the maze is hardwired into the program (see the constants X_Size and Y_Size).

<lang Ada>with Ada.Text_IO;

procedure Maze_Solver is

  X_Size: constant Natural := 45;
  Y_Size: constant Natural := 17;
  subtype X_Range is Natural range 1 .. X_Size;
  subtype Y_Range is Natural range 1 .. Y_Size;
  East:  constant X_Range := 2;
  South: constant Y_Range := 1;
  X_Start: constant X_Range  := 3; -- start at the upper left
  Y_Start: constant Y_Range  := 1;
  X_Finish: constant X_Range := X_Size-East; -- go to the lower right
  Y_Finish: constant Y_Range := Y_Size; 
  type Maze_Type is array (Y_Range) of String(X_Range);
  function Solved(X: X_Range; Y: Y_Range) return Boolean is
  begin
     return (X = X_Finish) and (Y = Y_Finish);
  end Solved;
  procedure Output_Maze(M: Maze_Type; Message: String := "") is
  begin
     if Message /= "" then
        Ada.Text_IO.Put_Line(Message);
     end if;
     for I in M'Range loop
        Ada.Text_IO.Put_Line(M(I));
     end loop;
  end Output_Maze;
  procedure Search(M: in out Maze_Type; X: X_Range; Y:Y_Range) is
  begin
     M(Y)(X) := '*';
     if Solved(X, Y) then
        Output_Maze(M, "Solution found!");
     else
        if Integer(Y)-South >= 1 and then M(Y-South)(X) = ' ' then
           Search(M, X, Y-South);
        end if;
        if Integer(Y)+South <= Y_Size and then M(Y+South)(X) = ' ' then
           Search(M, X, Y+South);
        end if;
        if Integer(X)-East >= 1 and then M(Y)(X-East) = ' ' then
           Search(M, X-East, Y);
        end if;
        if Integer(Y)+East <= Y_Size and then M(Y)(X+East) = ' ' then
           Search(M, X+East, Y);
        end if;
     end if;
     M(Y)(X) := ' ';
  end Search;
  Maze: Maze_Type;
  X: X_Range := X_Start;
  Y: Y_Range := Y_Start;

begin

  for I in 1 .. Y_Size loop
     Maze(I) := Ada.Text_IO.Get_Line;
  end loop;
  Maze(Y_Start)(X_Start)   := ' '; -- Start from
  Maze(Y_Finish)(X_Finish) := ' '; -- Go_To
  Output_Maze(Maze, "The Maze:");
  Ada.Text_IO.New_Line;
  Search(Maze, X, Y) ; -- Will output *all* Solutions.
                       -- If there is no output, there is no solution.

end Maze_Solver;</lang>

Example output (using a maze generated by the Ada implementation of the maze generation task as the input):

> ./maze_solver < maze.txt 
The Maze:
+- -+---+---+---+---+---+---+---+---+---+---+
|                                       |   |
+   +   +---+---+---+---+---+---+---+   +   +
|   |           |       |               |   |
+   +---+---+   +---+   +   +---+---+---+   +
|   |           |       |   |   |           |
+---+   +---+---+   +---+   +   +   +---+   +
|       |           |       |   |   |       |
+   +---+   +---+---+   +---+   +   +   +---+
|       |   |           |           |       |
+---+---+   +   +---+---+---+---+   +---+   +
|           |       |           |       |   |
+   +   +---+---+   +---+   +   +---+---+   +
|   |           |           |               |
+   +---+   +---+---+---+---+---+---+---+   +
|       |                                   |
+---+---+---+---+---+---+---+---+---+---+- -+

Solution found!
+-*-+---+---+---+---+---+---+---+---+---+---+
| * * * * * * * * * * * * * * * * * * * |   |
+   +   +---+---+---+---+---+---+---+ * +   +
|   |           |       | * * * * * * * |   |
+   +---+---+   +---+   + * +---+---+---+   +
|   |           |       | * |   |           |
+---+   +---+---+   +---+ * +   +   +---+   +
|       |           | * * * |   |   |       |
+   +---+   +---+---+ * +---+   +   +   +---+
|       |   | * * * * * |           |       |
+---+---+   + * +---+---+---+---+   +---+   +
|           | * * * |     * * * |       |   |
+   +   +---+---+ * +---+ * + * +---+---+   +
|   |           | * * * * * | * * * * * * * |
+   +---+   +---+---+---+---+---+---+---+ * +
|       |                                 * |
+---+---+---+---+---+---+---+---+---+---+-*-+

C

See Maze generation for combined gen/solve code.

D

Basic define <lang d>import std.stdio, std.random ;

immutable string[] Tiles =

   [" ","╞","╥","╔","╡","═", "╗","╦","╨","╚","║","╠","╝","╩","╣","╬"] ;

immutable string[] Paths =

   [" "," "," ","┌"," ","─", "┐"," "," ","└","│"," ","┘"," "," "," "] ;

alias uint Room ; enum Open { EMPTY = 0U , EAST = 1, SOUTH = 2, WEST = 4, NORTH = 8,

           EPATH = 16, SPATH = 32, WPATH = 64, NPATH = 128,
           ENTRY = 256, EXIT = 512, Visited = 1024 }

struct Where {

   immutable int x, y ;
   Where opBinary(string op)(Where rhs) if (op=="+") {
       return Where(x + rhs.x, y + rhs.y) ;
   }
   bool bounded(int w, int h) {
       return (x >= 0 && y >= 0 && x < w && y < h) ;
   }
   bool bounded(Room[][] r) {
       return (x >= 0 && y >= 0 && r.length > 0 && y < r.length && x < r[0].length ) ;
   }

} struct Door { Open opening = Open.EMPTY ; Where where ; alias where this ; }

immutable Open[Open] Opposite ; immutable Where[Open] NeibrPos ;

static this() { // workarround for Associative Array init.

   Opposite = [Open.EAST:Open.WEST, Open.SOUTH:Open.NORTH,
               Open.WEST:Open.EAST, Open.NORTH:Open.SOUTH] ;
   NeibrPos = [Open.EAST:Where( 1,0), Open.SOUTH:Where(0, 1),
               Open.WEST:Where(-1,0), Open.NORTH:Where(0,-1)] ;

}

const AsPath = true ;

void connectTo(ref Room[][] r, Door d, bool asPath = false) {

       auto s/*hift*/ = asPath ? 4 : 0 ;
       r[d.y][d.x] |= (d.opening << s) ;
       auto there = d.where + NeibrPos[d.opening] ;
       if(there.bounded(r))
           r[there.y][there.x] |= (Opposite[d.opening] << s) ;

} bool connected(ref Room[][] r, Door d) {

       auto there = d.where + NeibrPos[d.opening] ;
       return (r[    d.y][    d.x] & d.opening) && there.bounded(r) &&
              (r[there.y][there.x] & Opposite[d.opening]) ;

}

void printMaze(Room[][] maze, bool showPath = false) {

   foreach(row ; maze) {
       foreach(cell;row)
           if(showPath)
               write(Paths[0xf & (cell >> 4)]) ;
           else
               write(Tiles[0xf & (cell)]) ;
       writeln() ;
   }

} </lang> Generate Maze: <lang d>Room[][] genMaze(uint w, uint h, ref Door entry = Door.init, ref Door exit = Door.init) {

   Room[][] r = new Room[][](h, w) ; // default value = 0 means un-visited empty room
   bool validDoor(Door d) {
       if(d.where.bounded(w,h))
           switch(d.opening) {
               case Open.EAST : return (d.x == w - 1) ;
               case Open.WEST : return (d.x == 0) ;
               case Open.NORTH: return (d.y == 0) ;
               case Open.SOUTH: return (d.y == h - 1) ;
           }
       return false ;
   }
   Door makeDoor() { // create door at random edge
       switch([Open.EAST, Open.WEST, Open.NORTH, Open.SOUTH][uniform(0,4)]) {
           case Open.EAST : return Door(Open.EAST , Where(w-1, uniform(0,h))) ;
           case Open.WEST : return Door(Open.WEST , Where(  0, uniform(0,h))) ;
           case Open.NORTH: return Door(Open.NORTH, Where(uniform(0,w),   0)) ;
           case Open.SOUTH: return Door(Open.SOUTH, Where(uniform(0,w), h-1)) ;
       }
   }
   Open[] neibrDir = NeibrPos.keys ;
   // depth-first search algorithm to generate maze
   void visit(Where here) {
       r[here.y][here.x] |= Open.Visited ;
       randomShuffle(neibrDir) ;
       foreach(dir; neibrDir) {
           auto there = here + NeibrPos[dir] ;
           if(there.bounded(w,h))                              // bounded?
               if((r[there.y][there.x] & Open.Visited) == 0) { // un-visited?
                   connectTo(r, Door(dir, here)) ;
                   visit(there) ;
               }
       }
   }
   // make entry & exit doors if not provided or invalid
   while(entry.opening == Open.EMPTY || entry.where == exit.where || !validDoor(entry))
       entry = makeDoor() ;
   while( exit.opening == Open.EMPTY || entry.where == exit.where || !validDoor(exit))
       exit  = makeDoor() ;
   r[entry.y][entry.x] |= (entry.opening | Open.ENTRY) ;
   r[ exit.y][ exit.x] |= ( exit.opening | Open.EXIT) ;
   // generate maze starting from entry
   visit(entry.where)  ;
   return r ;

}</lang> Solver: <lang d>bool solveMaze(ref Room[][] r, Door entry, Door exit ) {

   Open[] neibrDir = NeibrPos.keys ;
   foreach(row ; r) // clear old path, if any
       foreach(cell;row)
           cell &= ~(Open.EPATH|Open.WPATH|Open.SPATH|Open.NPATH) ;
   bool trace(Door here) {
       if(here.where == exit.where) { // reach exit
           r.connectTo(exit, AsPath) ;
           return true ;
       }
       foreach(dir ; neibrDir) {
           //  here.opening is direction to enter the room@here
           //  _dir_ is direction to exit the room@here, which is opposite to there.opening
           if( (dir != here.opening) && ((dir & r[here.y][here.x]) != 0)) { // path exist?
               auto there = Door(Opposite[dir], here.where + NeibrPos[dir]) ;
               if( there.bounded(r))
                   if(trace(there)) { // reach exit, use stack to trace back the path
                       r.connectTo(Door(dir, here.where), AsPath) ;
                       return true ;
                   }
           }
       }
       return false ; // dead end
   }
   auto success = trace(entry) ;
   if(success)
       r.connectTo(entry, AsPath) ;
   return success ;

}</lang> Sample run: <lang d>void main() {

   Door entry, exit;
   auto maze = genMaze(40, 12, entry, exit) ;
   printMaze(maze) ;
   if(solveMaze(maze, entry, exit))
       printMaze(maze, AsPath) ;
   else
       writeln("No solution!?") ;

}</lang> Output:)

╔═╗╞╗╔╡╔══╗╔╦╗╔═╗╞╗╔═══╦══╗╞╗╔═╗╔╦╗╚╗╞═╗
╚╗╚═╝╠╗║╔╗╚╝║║║╞╩═╝╚╗╔═╝╔╗╠═╝╠╡╠╝╨╚╗╚═╦╝
╔╝╔══╝╚╩╝╚╡╔╝║╠════╗║╚═╗║║║╔╗║╔╝╔══╩═╡╚╗
╠╗║╔╗╔═╗╥╔╗║╥║╨╔╗╔╗║║╞╗║╨╚╝║╚╝║╥║╞╦╗╔╦╡║
║╚╝╨╚╣╔╩╣║╚╝║╚╗║╚╝╚╣╚╦╝╚╗╔═╝╞╗║║╠╗║║║╚╗║
╚═══╗╨╚╗║║╔╡╚╗╚╣╥╔╗╚╗╚╗╥║╚═╗╔╝║║║╚╝╨║╥║║
╔═══╝╔═╣║╚╩═╗║╔╝╚╝╚═╝╔╝║╚═╗║╚╗║╠╝╔══╝║╚╝
╚═╗╔═╝╞╝╚═╗╔╝║╚╗╔═╗╔╗║╞╬╗╥║╚╗║║╠╡╚══╗╚═╗
╔═╝║╔╗╔═╗╔╝╚╗╚╦╝║╥╚╝╚╝╔╝╚╣╚╗║║║╨╔══╗╚╗╔╣
╩══╝║╚╝╥╠╝╞╗║╥║╔╝╠╦╗╔╗╚═╗╚╗║║║╚═╝╔╡║╔╩╝╨
╔╡╔╦╝╔═╣╚═╗║║╚╝║╞╝║║╨╠══╝╥║╠╝╠╗╞═╣╔╝╚══╗
╚═╝╚═╝╞╝╞═╩╝╚══╩══╝╚═╝╞══╩╝╚═╝╚══╝╚════╝
       ┌──┐┌┐      ┌───┐     ┌─┐   └┐   
     ┌┐│  └┘│      └┐┌─┘     │ │    └─┐ 
  ┌──┘└┘   ┌┘       │└─┐   ┌┐│┌┘      └┐
┌┐│      ┌┐│        │  │   │└┘│     ┌┐ │
│└┘      │└┘        └┐ └┐┌─┘  │     │└┐│
└───┐    │           └┐ │└─┐  │     │ ││
┌───┘    └──┐        ┌┘ └─┐│  │  ┌──┘ └┘
└─┐        ┌┘   ┌─┐┌┐│    │└┐ │  └──┐   
┌─┘        └┐   │ └┘└┘    └┐│ │ ┌──┐└┐  
┘           │  ┌┘          ││ └─┘  │┌┘  
            │  │           └┘     ┌┘└──┐
            └──┘                  └────┘
 
 
 
 
 
 
 
 
 
 
 
 
 

EGL

<lang EGL>program MazeGenAndSolve

   // First and last columns/rows are "dead" cells. Makes generating
   // a maze with border walls much easier. Therefore, a visible
   // 20x20 maze has a maze size of 22. 	
   mazeSize int = 22;
   south boolean[][];
   west boolean[][];
   visited boolean[][];
   // Solution variables
   solution Dictionary;
   done boolean;
   startingRow, startingCol, endingRow, endingCol int;
   function main()
       initMaze();
       generateMaze();
       drawMaze(false); // Draw maze without solution
       solveMaze();
       drawMaze(true); // Draw maze with solution
   end
   private function initMaze()
       visited = createBooleanArray(mazeSize, mazeSize, false);
       // Initialize border cells as already visited
       for(col int from 1 to mazeSize)
           visited[col][1] = true;
           visited[col][mazeSize] = true;
       end
       for(row int from 1 to mazeSize)
           visited[1][row] = true;
           visited[mazeSize][row] = true;
       end
       // Initialize all walls as present
       south = createBooleanArray(mazeSize, mazeSize, true);
       west = createBooleanArray(mazeSize, mazeSize, true);
   
   end
   private function createBooleanArray(col int in, row int in, initialState boolean in) returns(boolean[][])
       newArray boolean[][] = new boolean[0][0];
       for(i int from 1 to col)
           innerArray boolean[] = new boolean[0];
           for(j int from 1 to row)
               innerArray.appendElement(initialState);
           end
           newArray.appendElement(innerArray);
       end
       return(newArray);
   end
   private function createIntegerArray(col int in, row int in, initialValue int in) returns(int[][])
       newArray int[][] = new int[0][0];
       for(i int from 1 to col)
           innerArray int[] = new int[0];
           for(j int from 1 to row)
               innerArray.appendElement(initialValue);
           end
           newArray.appendElement(innerArray);
       end
       return(newArray);
   end
   private function generate(col int in, row int in)

// Mark cell as visited

       visited[col][row] = true;
       // Keep going as long as there is an unvisited neighbor
       while(!visited[col][row + 1] || !visited[col + 1][row] ||
               !visited[col][row - 1] || !visited[col - 1][row])
           while(true)
               r float = MathLib.random(); // Choose a random direction
               
               case
                   when(r < 0.25 && !visited[col][row + 1]) // Go south
                       south[col][row] = false; // South wall down
                       generate(col, row + 1);
                       exit while;
                   when(r >= 0.25 && r < 0.50 && !visited[col + 1][row]) // Go east 
                       west[col + 1][row] = false; // West wall of neighbor to the east down
                       generate(col + 1, row);
                       exit while;
                   when(r >= 0.5 && r < 0.75 && !visited[col][row - 1]) // Go north
                       south[col][row - 1] = false; // South wall of neighbor to the north down
                       generate(col, row - 1);
                       exit while;
                   when(r >= 0.75 && r < 1.00 && !visited[col - 1][row]) // Go west
                       west[col][row] = false; // West wall down
                       generate(col - 1, row);
                       exit while;
               end
           end
       end
   end
   private function generateMaze()
   	// Pick random start position (within the visible maze space)
       randomStartCol int = MathLib.floor((MathLib.random() *(mazeSize - 2)) + 2);
       randomStartRow int = MathLib.floor((MathLib.random() *(mazeSize - 2)) + 2);
       generate(randomStartCol, randomStartRow);
   end
   private function drawMaze(solve boolean in)
       line string;
       // Iterate over wall arrays (skipping dead border cells as required). 
       // Construct a row at a time and output to console.
       for(row int from 1 to mazeSize - 1)
           if(row > 1)
               line = "";
               for(col int from 2 to mazeSize)
                   if(west[col][row])
                       line ::= cellTest(col, row, solve);
                   else
                       line ::= cellTest(col, row, solve);
                   end
               end
               Syslib.writeStdout(line);
           end
           line = "";
           for(col int from 2 to mazeSize - 1)
               if(south[col][row])
                   line ::= "+---";
               else
                   line ::= "+   ";
               end
           end
           line ::= "+";
           SysLib.writeStdout(line);
       end
   end
   private function cellTest(col int in, row int in, solve boolean in) returns(string)
       wall string;
       // Determine cell wall structure. If in solve mode, show start, end and
       // solution markers.
       if(!solve)
           if(west[col][row])
               wall = "|   ";
           else
               wall = "    ";
           end
       else
           if(west[col][row])
               case
                   when(col == startingCol and row == startingRow)
                       wall = "| S ";
                   when(col == endingCol and row == endingRow)
                       wall = "| E ";
                   when(solution.containsKey("x=" + col + "y=" + row))
                       wall = "| * ";
                   otherwise
                       wall = "|   ";
               end
           else
               case
                   when(col == startingCol and row == startingRow)
                       wall = "  S ";
                   when(col == endingCol and row == endingRow)
                       wall = "  E ";
                   when(solution.containsKey("x=" + col + "y=" + row))
                       wall = "  * ";
                   otherwise
                       wall = "    ";
               end
           end
       end
       return(wall);
   end
   private function solve(col int in, row int in)
       if(col == 1 || row == 1 || col == mazeSize || row == mazeSize)
           return;
       end
       if(done || visited[col][row])
           return;
       end
       visited[col][row] = true;
       solution["x=" + col + "y=" + row] = true;
       // Reached the end point
       if(col == endingCol && row == endingRow)
           done = true;
       end
       if(!south[col][row]) // Go South
           solve(col, row + 1);
       end
       if(!west[col + 1][row]) // Go East
           solve(col + 1, row);
       end
       if(!south[col][row - 1]) // Go North
           solve(col, row - 1);
       end
       if(!west[col][row]) // Go West
           solve(col - 1, row);
       end
       if(done)
           return;
       end
       solution.removeElement("x=" + col + "y=" + row);
   end
   private function solveMaze()
       for(col int from 1 to mazeSize)
           for(row int from 1 to mazeSize)
               visited[col][row] = false;
           end
       end
       solution = new Dictionary(false, OrderingKind.byInsertion);
       done = false;
       // Pick random start position on first visible row
       startingCol = MathLib.floor((MathLib.random() *(mazeSize - 2)) + 2);
       startingRow = 2;
       // Pick random end position on last visible row
       endingCol = MathLib.floor((MathLib.random() *(mazeSize - 2)) + 2);
       endingRow = mazeSize - 1;
       solve(startingCol, startingRow);
   end

end</lang>

Output example (for 10x10 maze):
+---+---+---+---+---+---+---+---+---+---+
|       |               |       |       |   
+   +---+   +---+---+   +   +   +---+   +
|       |   |       |       |   |   |   |   
+---+   +   +---+   +---+---+   +   +   +
|       |       |       |   |       |   |   
+   +---+---+   +   +   +   +---+---+   +
|   |       |   |   |               |   |   
+   +   +   +   +   +---+---+---+   +   +
|       |       |   |       |       |   |   
+   +---+---+---+   +   +---+   +---+   +
|       |           |   |       |       |   
+---+   +---+   +---+   +   +---+   +   +
|   |   |       |           |       |   |   
+   +   +   +---+   +---+---+---+---+   +
|   |   |   |   |                   |   |   
+   +   +   +   +---+---+---+---+   +   +
|   |   |   |           |       |   |   |   
+   +   +   +   +---+---+   +   +   +   +
|           |               |           |   
+---+---+---+---+---+---+---+---+---+---+

+---+---+---+---+---+---+---+---+---+---+
|       | *   *   S     |       |       |   
+   +---+   +---+---+   +   +   +---+   +
|       | * |       |       |   |   |   |   
+---+   +   +---+   +---+---+   +   +   +
|       | *   * | *   * |   |       |   |   
+   +---+---+   +   +   +   +---+---+   +
|   | *   * | * | * | *   *   *   * |   |   
+   +   +   +   +   +---+---+---+   +   +
| *   * | *   * | * |       | *   * |   |   
+   +---+---+---+   +   +---+   +---+   +
| *   * |     *   * |   | *   * |       |   
+---+   +---+   +---+   +   +---+   +   +
|   | * | *   * | *   *   * |       |   |   
+   +   +   +---+   +---+---+---+---+   +
|   | * | * |   | *   *   *   *   * |   |   
+   +   +   +   +---+---+---+---+   +   +
|   | * | * |           | *   * | * |   |   
+   +   +   +   +---+---+   +   +   +   +
|     *   * |             E | *   *     |   
+---+---+---+---+---+---+---+---+---+---+


Go

Generates maze, picks start and finish cells randomly, solves, prints. <lang go>package main

import (

   "bytes"
   "fmt" 
   "math/rand"
   "time"

)

type maze struct {

   c2 [][]byte // cells by row
   h2 [][]byte // horizontal walls by row (ignore first row)
   v2 [][]byte // vertical walls by row (ignore first of each column)

}

func newMaze(rows, cols int) *maze {

   c := make([]byte, rows*cols)              // all cells
   h := bytes.Repeat([]byte{'-'}, rows*cols) // all horizontal walls
   v := bytes.Repeat([]byte{'|'}, rows*cols) // all vertical walls
   c2 := make([][]byte, rows)                // cells by row
   h2 := make([][]byte, rows)                // horizontal walls by row
   v2 := make([][]byte, rows)                // vertical walls by row
   for i := range h2 {
       c2[i] = c[i*cols : (i+1)*cols]
       h2[i] = h[i*cols : (i+1)*cols]
       v2[i] = v[i*cols : (i+1)*cols]
   }
   return &maze{c2, h2, v2}

}

func (m *maze) String() string {

   hWall := []byte("+---")
   hOpen := []byte("+   ")
   vWall := []byte("|   ")
   vOpen := []byte("    ")
   rightCorner := []byte("+\n")
   rightWall := []byte("|\n")
   var b []byte
   for r, hw := range m.h2 {
       for _, h := range hw {
           if h == '-' || r == 0 {
               b = append(b, hWall...)
           } else {
               b = append(b, hOpen...)
               if h != '-' && h != 0 {
                   b[len(b)-2] = h
               }
           }
       }
       b = append(b, rightCorner...)
       for c, vw := range m.v2[r] {
           if vw == '|' || c == 0 {
               b = append(b, vWall...)
           } else {
               b = append(b, vOpen...)
               if vw != '|' && vw != 0 {
                   b[len(b)-4] = vw
               }
           }
           if m.c2[r][c] != 0 {
               b[len(b)-2] = m.c2[r][c]
           }
       }
       b = append(b, rightWall...)
   }
   for _ = range m.h2[0] {
       b = append(b, hWall...)
   }
   b = append(b, rightCorner...)
   return string(b)

}

func (m *maze) gen() {

   m.g2(rand.Intn(len(m.c2)), rand.Intn(len(m.c2[0])))

}

const (

   up = iota
   dn
   rt
   lf

)

func (m *maze) g2(r, c int) {

   m.c2[r][c] = ' '
   for _, dir := range rand.Perm(4) {
       switch dir {
       case up:
           if r > 0 && m.c2[r-1][c] == 0 {
               m.h2[r][c] = 0
               m.g2(r-1, c)
           }
       case lf:
           if c > 0 && m.c2[r][c-1] == 0 {
               m.v2[r][c] = 0
               m.g2(r, c-1)
           }
       case dn:
           if r < len(m.c2)-1 && m.c2[r+1][c] == 0 {
               m.h2[r+1][c] = 0
               m.g2(r+1, c)
           }
       case rt:
           if c < len(m.c2[0])-1 && m.c2[r][c+1] == 0 {
               m.v2[r][c+1] = 0
               m.g2(r, c+1)
           } 
       }
   }

}

func main() {

   rand.Seed(time.Now().UnixNano())
   const height = 4
   const width = 7
   m := newMaze(height, width)
   m.gen() 
   m.solve(
       rand.Intn(height), rand.Intn(width),
       rand.Intn(height), rand.Intn(width))
   fmt.Print(m)

}

func (m *maze) solve(ra, ca, rz, cz int) {

   var rSolve func(ra, ca, dir int) bool
   rSolve = func(r, c, dir int) bool {
       if r == rz && c == cz {
           m.c2[r][c] = 'F'
           return true
       }
       if dir != dn && m.h2[r][c] == 0 {
           if rSolve(r-1, c, up) {
               m.c2[r][c] = '^'
               m.h2[r][c] = '^'
               return true
           }
       }
       if dir != up && r+1 < len(m.h2) && m.h2[r+1][c] == 0 {
           if rSolve(r+1, c, dn) {
               m.c2[r][c] = 'v'
               m.h2[r+1][c] = 'v'
               return true
           }
       }
       if dir != lf && c+1 < len(m.v2[0]) && m.v2[r][c+1] == 0 {
           if rSolve(r, c+1, rt) {
               m.c2[r][c] = '>'
               m.v2[r][c+1] = '>'
               return true
           }
       }
       if dir != rt && m.v2[r][c] == 0 {
           if rSolve(r, c-1, lf) {
               m.c2[r][c] = '<'
               m.v2[r][c] = '<'
               return true
           }
       }
       return false
   }
   rSolve(ra, ca, -1)
   m.c2[ra][ca] = 'S'

}</lang> Example output:

+---+---+---+---+---+---+---+
|           | v < < < < < < |
+   +---+   + v +   +---+ ^ +
|       | F < < |   |     ^ |
+---+---+---+---+   +---+ ^ +
|               |       | ^ |
+   +---+---+   +---+   + ^ +
|   |                   | S |
+---+---+---+---+---+---+---+

Icon and Unicon

The following code works with the solution from Maze Generation.

20x20 solved start @ red

Replace the main with this: <lang Icon>procedure main(A)

  /mh := \A[1] | 12
  /mw := \A[2] | 16
  mz := DisplayMaze(GenerateMaze(mh,mw))
  WriteImage(mz.filename)              # save file
  WAttrib(mz.window,"canvas=normal")   # show it
  until Event() == &lpress # wait for left mouse press
  Solver(mz.maze)
  DisplayMazeSolution(mz)
  WriteImage(mz.filename ?:= (="maze-", "maze-solved-" || tab(0)))
  until Event() == &lpress # wait
  close(mz.window)

end</lang>

And include this after the Generator and Display procedures. <lang Icon>procedure Solver(r,c) static maze,h,w,rd

  if type(r) == "list" then { # ------------------- Top Level (r == maze)
     h := *(maze := r)                              # height
     w := *maze[1]                                  # width
     every r := 1 to h & c := 1 to w do             # remove breadcrumbs
        maze[r,c] := iand(maze[r,c],NORTH+EAST+SOUTH+WEST+START+FINISH)                               
     every ((r := 1 | h) & (c := 1 to w)) |         # search perimiter
           ((r := 1 to h) & (c := 1 | w)) do 
           if iand(maze[r,c],START) > 0 then break  # until start found
     Solver(r,c)                                    # recurse through maze      
     return 1(.maze,maze := &null)                  # return maze and reset 
     }
  else                        # ------------------- Recurse way through maze
     if iand(x := maze[r,c],SEEN) = 0  then {       # in bounds and not seen?
        (iand(x,FINISH) > 0, maze[r,c] +:= PATH, return ) # at finish? - done!
        maze[r,c] +:= SEEN                          # drop bread crumb
        (iand(x,NORTH) > 0, Solver(r-1,c), maze[r,c] +:= PATH, return) 
        (iand(x,EAST)  > 0, Solver(r,c+1), maze[r,c] +:= PATH, return) 
        (iand(x,SOUTH) > 0, Solver(r+1,c), maze[r,c] +:= PATH, return)  
        (iand(x,WEST)  > 0, Solver(r,c-1), maze[r,c] +:= PATH, return)   
        }

end

procedure DisplayMazeSolution(mz) #: draw marked PATH &window := mz.window maze := mz.maze WAttrib("dx="||(dxy:=BORDER+CELL/2),"dy="||dxy) every (r := 1 to *maze) & (c := 1 to *maze[1]) do {

  if fg ~=== "blue" then Fg(fg := "blue")
  if iand(maze[r,c],START) > 0 then Fg(fg := "red")
  if iand(maze[r,c],PATH) > 0 then
     FillCircle(x := CELL*(c-1),y := CELL*(r-1),rad := CELL/5)
  }

return mz end</lang>

J

<lang J> NB. source Dijkstra_equal_weights graph NB. NB. + +---+---+ NB. | 0 1 2 | (sample cell numbers) NB. +---+ + + NB. | 3 4 | 5 NB. +---+---+---+ NB. NB. graph =: 1;0 2 4;1 5;4;1 3;2 NB. The graph is a vector of boxed vectors of neighbors.

Dijkstra_equal_weights =: 4 : 0

dist =. previous =. #&_ n =. # graph =. y [ source =. x
dist =. 0 source } dist
Q =. 0
while. #Q do.
  u =. {.Q
  Q =. }.Q
  if. _ = u{dist do. break. end.
  for_v. >u{graph do.
    if. -. v e. previous do.
      alt =. >: u { dist
      if. alt < v { dist do.
        dist =. alt v } dist
        previous =. u v } previous
        if. v e. Q do.
          echo 'belch'
        else.
          Q =. Q,v
        end.
      end.
    end.
  end.
end.
dist;previous

)

path =. 3 : 0

 p =. <:#y
 while. _ > {:p do.
   p =. p,y{~{:p
 end.
 |.}:p

)

solve=:3 :0

 NB. convert walls to graph
 shape =. }.@$@:>
 ew =. (,.&0 ,: 0&,.)@>@{.  NB. east west doors
 ns =. (, &0 ,: 0&, )@>@{:
 cell_offsets =. 1 _1 1 _1 * 2 # 1 , {:@shape
 cell_numbers =. i.@shape
 neighbors =. (cell_numbers +"_ _1 cell_offsets *"_1 (ew , ns))y
 graph =. (|:@(,/"_1) <@-."1 0 ,@i.@shape)neighbors NB. list of boxed neighbors
 NB. solve it
 path , > {: 0 Dijkstra_equal_weights graph

)

display=:3 :0 NB. Monadic display copied from maze generation task

 size=. >.&$&>/y
 text=. (}:1 3$~2*1+{:size)#"1":size$<' '
 'hdoor vdoor'=. 2 4&*&.>&.> (#&,{@;&i./@$)&.> y
 ' ' (a:-.~0 1;0 2; 0 3;(2 1-~$text);(1 4&+&.> hdoor),,vdoor+&.>"0/2 1;2 2;2 3)} text
 a=. display y
 size=. >.&$&>/y
 columns=. {: size
 cells =. <"1(1 2&p.@<.@(%&columns) ,.  2 4&p.@(columns&|))x
 '+' cells } a  NB. exercise, replace cells with a gerund to draw arrows on the path.

)

  4 (display~ solve)@maze 9

┌ ┬───┬───┬───┬───┬───┬───┬───┬───┐ │ + │ │ │ ├ ┼───┼ ┼ ┼ ┼───┼ ┼ ┼ ┤ │ + + │ │ │ │ │ ├───┼ ┼───┼───┼───┼───┼───┼ ┼───┤ │ │ + + + │ + + + │ │ ├ ┼───┼───┼ ┼ ┼───┼ ┼───┼───┤ │ + + │ + + + └───┴───┴───┴───┴───┴───┴───┴───┴───┘

</lang>

PicoLisp

<lang PicoLisp>(de shortestPath (Goal This Maze)

  (let (Path NIL  Best NIL  Dir " > ")
     (recur (This Path Dir)
        (when (and This (not (: mark)))
           (push 'Path (cons This Dir))
           (if (== Goal This)
              (unless (and Best (>= (length Path) (length Best)))
                 (setq Best Path) )
              (=: mark T)
              (recurse (: west) Path " > ")
              (recurse (: east) Path " < ")
              (recurse (: south) Path " \^ ")
              (recurse (: north) Path " v ")
              (=: mark NIL) ) ) )
     (disp Maze 0
        '((Fld) (if (asoq Fld Best) (cdr @) "   ")) ) ) )</lang>

Using the maze produced in Maze generation#PicoLisp, this finds the shortest path from the top-left cell 'a8' to the bottom-right exit 'k1':

: (shortestPath 'a8 'k1 (maze 11 8))
   +   +---+---+---+---+---+---+---+---+---+---+
 8 | >   >   v | >   v |                       |
   +   +   +   +   +   +   +---+   +---+---+   +
 7 |   |   | >   ^ | v |   |       |       |   |
   +---+   +---+---+   +   +   +---+   +   +   +
 6 |   |       |     v |   |           |   |   |
   +   +---+   +---+   +---+---+---+   +   +---+
 5 |       |       | >   >   >   v |   |       |
   +---+   +---+   +---+---+---+   +---+---+   +
 4 |   |       |       |       | v | >   >   v |
   +   +---+   +---+   +---+   +   +   +---+   +
 3 |       |       |   |       | v | ^   < | v |
   +   +---+---+   +   +   +   +   +---+   +   +
 2 |       |       |   |   |   | v | >   ^ | v |
   +   +   +   +---+   +   +---+   +   +---+   +
 1 |   |               |         >   ^ |     >
   +---+---+---+---+---+---+---+---+---+---+---+
     a   b   c   d   e   f   g   h   i   j   k

Prolog

Works with SWI-Prolog and XPCE.

<lang Prolog>:- dynamic cell/2.

- dynamic maze/3.
- dynamic path/1.

maze_solve(Lig,Col) :- retractall(cell(_,_)), retractall(maze(_,_,_)), retractall(path(_)),

% initialisation of the neighbours of the cells forall(between(0, Lig, I), ( forall(between(0, Col, J), assert(maze(I, J, []))))),

% creation of the window of the maze new(D, window('Maze')), forall(between(0,Lig, I), (XL is 50, YL is I * 30 + 50, XR is Col * 30 + 50, new(L, line(XL, YL, XR, YL)), send(D, display, L))),

forall(between(0,Col, I), (XT is 50 + I * 30, YT is 50, YB is Lig * 30 + 50, new(L, line(XT, YT, XT, YB)), send(D, display, L))),

SX is Col * 30 + 100, SY is Lig * 30 + 100, send(D, size, new(_, size(SX, SY))), L0 is random(Lig), C0 is random(Col), assert(cell(L0, C0)), \+search(D, Lig, Col, L0, C0), send(D, open),

% we look for a path from cell(0, 0) to cell(Lig-1, Col-1) % creation of the entrance erase_line(D, -1, 0, 0, 0),

% creation of the exit Lig1 is Lig-1, Col1 is Col-1, erase_line(D, Lig1, Col1, Lig, Col1),

% seraching the path assert(path([[0, 0], [-1, 0]])), walk(Lig, Col), path(P), display_path(D, P).

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% walk(Lig, Col) :- path([[L, C] | _R]), L is Lig - 1, C is Col - 1, retract(path(P)), assert(path([[Lig, C]|P])).

walk(Lig, Col) :- retract(path([[L, C] | R])), maze(L, C, Edge), member([L1, C1], Edge), \+member([L1, C1], R), assert(path([[L1,C1], [L, C] | R])), walk(Lig, Col).

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% display_path(_, []).

display_path(D, [[L, C] | R]):- new(B, box(10,10)), send(B, fill_pattern, new(_, colour(@default, 0,0,0))), X is C * 30 + 60, Y is L * 30 + 60, send(D, display, B, point(X,Y)), display_path(D, R).


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% search(D, Lig, Col, L, C) :- Dir is random(4), nextcell(Dir, Lig, Col, L, C, L1, C1), assert(cell(L1,C1)), assert(cur(L1,C1)),

retract(maze(L, C, Edge)), assert(maze(L, C, [[L1, C1] | Edge])), retract(maze(L1, C1, Edge1)), assert(maze(L1, C1, [[L, C] | Edge1])),

erase_line(D, L, C, L1, C1), search(D, Lig, Col, L1, C1).


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% erase_line(D, L, C, L, C1) :- ( C < C1 -> C2 = C1; C2 = C), XT is C2 * 30 + 50, YT is L * 30 + 51, YR is (L+1) * 30 + 50, new(Line, line(XT, YT, XT, YR)), send(Line, colour, white), send(D, display, Line).

erase_line(D, L, C, L1, C) :- XT is 51 + C * 30, XR is 50 + (C + 1) * 30, ( L < L1 -> L2 is L1; L2 is L), YT is L2 * 30 + 50, new(Line, line(XT, YT, XR, YT)), send(Line, colour, white), send(D, display, Line).


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% nextcell(Dir, Lig, Col, L, C, L1, C1) :- next(Dir, Lig, Col, L, C, L1, C1); ( Dir1 is (Dir+3) mod 4, next(Dir1, Lig, Col, L, C, L1, C1)); ( Dir2 is (Dir+1) mod 4, next(Dir2, Lig, Col, L, C, L1, C1)); ( Dir3 is (Dir+2) mod 4, next(Dir3, Lig, Col, L, C, L1, C1)).

% 0 => northward next(0, _Lig, _Col, L, C, L1, C) :- L > 0, L1 is L - 1, \+cell(L1, C).

% 1 => rightward next(1, _Lig, Col, L, C, L, C1) :- C < Col - 1, C1 is C + 1, \+cell(L, C1).

% 2 => southward next(2, Lig, _Col, L, C, L1, C) :- L < Lig - 1, L1 is L + 1, \+cell(L1, C).

% 3 => leftward next(2, _Lig, _Col, L, C, L, C1) :- C > 0, C1 is C - 1, \+cell(L, C1).

</lang> output :

PureBasic

<lang PureBasic>;code from the maze generation task is place here in its entirety before the rest of the code

Procedure displayMazePath(Array maze(2), List Path.POINT())

 Protected x, y, vWall.s, hWall.s
 Protected mazeWidth = ArraySize(maze(), 1), mazeHeight = ArraySize(maze(), 2)
 Protected Dim mazeOutput.mazeOutput(mazeHeight)
 Protected Dim mazeRow.mazeOutput(0)
 Static pathChars.s = "@^>v<"
 
 For y = 0 To mazeHeight
   makeDisplayMazeRow(mazeRow(), maze(), y): mazeOutput(y) = mazeRow(0)
 Next
 
 If ListSize(path())
   FirstElement(path())
   Protected prevPath.POINT = path()
   
   While NextElement(path())
     x = path()\x - prevPath\x
     y = path()\y - prevPath\y
     Select x
       Case -1: dirTaken = #dir_W
       Case 1: dirTaken = #dir_E
       Default
         If y < 0
           dirTaken = #dir_N
         Else
           dirTaken = #dir_S
         EndIf 
     EndSelect
     hWall = mazeOutput(prevPath\y)\hWall
     mazeOutput(prevPath\y)\hWall = Left(hWall, prevPath\x * #cellDWidth + 2) + Mid(pathChars, dirTaken + 1, 1) + Right(hWall, Len(hWall) - (prevPath\x * #cellDWidth + 3))
     prevPath = path()
   Wend 
   hWall = mazeOutput(prevPath\y)\hWall
   mazeOutput(prevPath\y)\hWall = Left(hWall, prevPath\x * #cellDWidth + 2) + Mid(pathChars, #dir_ID + 1, 1) + Right(hWall, Len(hWall) - (prevPath\x * #cellDWidth + 3))
   
   For y = 0 To mazeHeight
     PrintN(mazeOutput(y)\vWall): PrintN(mazeOutput(y)\hWall)
   Next 
 EndIf 

EndProcedure

Procedure solveMaze(Array maze(2), *start.POINT, *finish.POINT, List Path.POINT())

 Protected mazeWidth = ArraySize(maze(), 1), mazeHeight = ArraySize(maze(), 2)
 Dim visited(mazeWidth + 1, mazeHeight + 1) ;includes padding for easy border detection
 
 Protected i
 ;mark outside border as already visited (off limits)
 For i = 1 To mazeWidth
   visited(i, 0) = #True: visited(i, mazeHeight + 1) = #True
 Next
 For i = 1 To mazeHeight
   visited(0, i) = #True: visited(mazeWidth + 1, i) = #True
 Next
 
 Protected x = *start\x, y = *start\y, nextCellDir
 visited(x + offset(#visited, #dir_ID)\x, y + offset(#visited, #dir_ID)\y) = #True
 
 ClearList(path())
 Repeat
   If x = *finish\x And y = *finish\y
     AddElement(path())
     path()\x = x: path()\y = y
     Break ;success
   EndIf 
   
   nextCellDir = #firstDir - 1
   For i = #firstDir To #numDirs
     If Not visited(x + offset(#visited, i)\x, y + offset(#visited, i)\y)
       If maze(x + offset(#wall, i)\x, y + offset(#wall, i)\y) & wallvalue(i) <> #Null
         nextCellDir = i: Break ;exit for/next search
       EndIf 
     EndIf 
   Next 
   
   If nextCellDir >= #firstDir
     visited(x + offset(#visited, nextCellDir)\x, y + offset(#visited, nextCellDir)\y) = #True
     
     AddElement(path())
     path()\x = x: path()\y = y
     
     x + offset(#maze, nextCellDir)\x: y + offset(#maze, nextCellDir)\y
   ElseIf ListSize(path()) > 0
     x = path()\x: y = path()\y
     DeleteElement(path())
   Else 
     Break
   EndIf 
 ForEver
 

EndProcedure

demonstration

If OpenConsole()

 Define.POINT start, finish
 start\x = Random(mazeWidth - 1): start\y = Random(mazeHeight - 1)
 finish\x = Random(mazeWidth - 1): finish\y = Random(mazeHeight - 1)
 NewList Path.POINT()
 solveMaze(maze(), start, finish, path())
 If ListSize(path()) > 0
   PrintN("Solution found for path between (" + Str(start\x) + ", " + Str(start\y) + ") and (" + Str(finish\x) + ", " + Str(finish\y) + ")")
   displayMazePath(maze(), path())
 Else
   PrintN("No solution found for path between (" + Str(start\x) + ", " + Str(start\y) + ") and (" + Str(finish\x) + ", " + Str(finish\y) + ")")
 EndIf 
 
 Print(#CRLF$ + #CRLF$ + "Press ENTER to exit"): Input()
 CloseConsole()

EndIf</lang> Using the maze produced in Maze generation#PureBasic, this additional code will find and display the path between two random maze cells. A working example requires combining the two code listings by placing the 'maze generation' code at the beginning of the 'maze solving' code.

Sample output:

Solution found for path between (3, 2) and (7, 1)
+---+---+---+---+---+---+---+---+---+---+
| v   <   <   <   < |   | v   <   <     |
+   +---+---+---+   +   +   +---+   +---+
| >   v         | ^ |   | v | @ | ^   < |
+---+   +---+---+   +   +   +   +---+   +
|   | v |     >   ^ |     v | ^     | ^ |
+   +   +   +---+---+---+   +   +---+   +
| v   < |               | >   ^ | >   ^ |
+   +---+---+---+---+   +---+   +   +   +
| v |       |           |       | ^ |   |
+   +---+   +   +---+---+---+---+   +---+
| >   >   v |       |     >   v | ^   < |
+---+---+   +---+---+---+   +   +---+   +
|         >   >   >   >   ^ | >   >   ^ |
+---+---+---+---+---+---+---+---+---+---+

Python

<lang Python>

  1. python 3

def Dijkstra(Graph, source):

   
       +   +---+---+
       | 0   1   2 |
       +---+   +   +
       | 3   4 | 5  
       +---+---+---+
       >>> graph = (        # or ones on the diagonal
       ...     (0,1,0,0,0,0,),
       ...     (1,0,1,0,1,0,),
       ...     (0,1,0,0,0,1,),
       ...     (0,0,0,0,1,0,),
       ...     (0,1,0,1,0,0,),
       ...     (0,0,1,0,0,0,),
       ... )
       ...
       >>> Dijkstra(graph, 0)
       ([0, 1, 2, 3, 2, 3], [1e+140, 0, 1, 4, 1, 2])
       >>> display_solution([1e+140, 0, 1, 4, 1, 2])
       5<2<1<0
   
   # Graph[u][v] is the weight from u to v (however 0 means infinity)
   infinity = float('infinity')
   n = len(graph)
   dist = [infinity]*n   # Unknown distance function from source to v
   previous = [infinity]*n # Previous node in optimal path from source
   dist[source] = 0        # Distance from source to source
   Q = list(range(n)) # All nodes in the graph are unoptimized - thus are in Q
   while Q:           # The main loop
       u = min(Q, key=lambda n:dist[n])                 # vertex in Q with smallest dist[]
       Q.remove(u)
       if dist[u] == infinity:
           break # all remaining vertices are inaccessible from source
       for v in range(n):               # each neighbor v of u
           if Graph[u][v] and (v in Q): # where v has not yet been visited
               alt = dist[u] + Graph[u][v]
               if alt < dist[v]:       # Relax (u,v,a)
                   dist[v] = alt
                   previous[v] = u
   return dist,previous

def display_solution(predecessor):

   cell = len(predecessor)-1
   while cell:
       print(cell,end='<')
       cell = predecessor[cell]
   print(0)

</lang>

Ruby

This solution extends the maze generator script. To get a working script, copy & paste both parts into one file. <lang ruby>class Maze

 # Solve via breadth-first algorithm.
 # Each queue entry is a path, that is list of coordinates with the
 # last coordinate being the one that shall be visited next.
 def solve
   queue = []
   path = nil
   # Enqueue start position.
   enqueue_cell queue, [], @start_x, @start_y
   # Loop as long as there are cells to visit and no solution has
   # been found yet.
   while !queue.empty? && !path
     path = solve_visit_cell queue
   end
   # Clean up.
   reset_visiting_state
   puts "No solution found?!" unless path
   # Mark the cells that make up the shortest path.
   for x, y in path
     @path[y][x] = true
   end
 end
 private
 # Maze solving visiting method.
 def solve_visit_cell(queue)
   # Get the next path.
   path = queue.shift
   # The cell to visit is the last entry in the path.
   x, y = path.last
   # Have we reached the end yet?
   if x == @end_x && y == @end_y
     # Yes, we have!
     return path
   end
   # Mark cell as visited.
   @visited[y][x] = true
   # Left
   new_x = x - 1
   if move_valid?(new_x, y) && !@vertical_walls[y][new_x]
     enqueue_cell queue, path, new_x, y
   end
   # Right
   new_x = x + 1
   if move_valid?(new_x, y) && !@vertical_walls[y][x]
     enqueue_cell queue, path, new_x, y
   end
   # Top
   new_y = y - 1
   if move_valid?(x, new_y) && !@horizontal_walls[new_y][x]
     enqueue_cell queue, path, x, new_y
   end
   # Bottom
   new_y = y + 1
   if move_valid?(x, new_y) && !@horizontal_walls[y][x]
     enqueue_cell queue, path, x, new_y
   end
   # No solution yet.
   return nil
 end
 # Enqueue a new coordinate to visit.
 def enqueue_cell(queue, path, x, y)
   # Copy the current path, add the new coordinates and enqueue
   # the new path.
   path = path.dup
   path << [x, y]
   queue << path
 end

end

  1. Demonstration:

maze = Maze.new 20, 10 maze.solve maze.print </lang> Example output:

+---+---+---+---+---+---+---+---+---+---+---+---+---+   +---+---+---+---+---+---+
|                   |   | o   o   o   o   o     |   | o   o | o   o   o |       |
+   +---+   +---+   +   +   +---+---+---+   +   +   +---+   +   +---+   +---+   +
|   |   |   |           | o |       | o   o |   |       | o   o |   | o |       |
+   +   +   +---+---+   +   +   +---+   +---+   +---+   +---+---+   +   +   +---+
|   |   |           |   | o   o | o   o |       |           |   | o   o |       |
+   +   +---+---+   +---+---+   +   +---+---+   +   +---+   +   +   +---+---+   +
|   |           |           | o | o   o   o |       |       |   | o   o   o   o |
+   +---+---+   +---+---+   +   +---+---+   +---+---+   +---+   +---+---+---+   +
|               |       |   | o   o |   | o |                       | o   o | o |
+---+---+   +---+   +   +   +---+   +   +   +---+---+---+---+   +---+   +   +   +
|   |       |       |           | o   o | o   o   o |           | o   o | o   o |
+   +   +---+   +---+---+---+---+---+   +---+---+   +   +---+---+   +---+---+---+
|   |       |                       | o |       | o |       |   | o |           |
+   +---+   +---+---+---+---+---+   +   +---+   +   +---+   +   +   +---+---+   +
|       |           |   |           | o   o   o | o   o |       | o |           |
+   +   +---+---+   +   +   +---+---+---+---+   +---+   +---+---+   +   +---+---+
|   |       |       |   |       | o   o   o   o | o   o | o   o   o |           |
+   +   +---+   +---+   +---+   +   +---+---+---+   +---+   +---+---+---+---+   +
|   |                       |     o   o   o     | o   o   o                     |
+---+---+---+---+---+---+---+---+---+---+   +---+---+---+---+---+---+---+---+---+


Tcl

Works with: Tcl version 8.6

This script assumes that the contents of the generation task have already been sourced. Note that the algorithm implemented here does not assume that the maze is free of circuits, and in the case that there are multiple routes, it finds the shortest one because it is a breadth-first search (by virtue of the queue variable being used as a queue). <lang tcl>oo::define maze {

   method solve {} {

### Initialization of visited matrix and location/path queue set visited [lrepeat $x [lrepeat $y 0]] set queue {0 0 {}}

### Loop to do the searching ### while 1 { # Check for running out of path; an error in maze construction if {[llength $queue] == 0} { error "cannot reach finish" } # Visit the next square from the queue set queue [lassign $queue cx cy path] if {[lindex $visited $cx $cy]} continue lset visited $cx $cy 1 lappend path $cx $cy # Check for reaching the goal if {$cx == $x-1 && $cy == $y-1} break # Add the square in each direction to the queue if a move there is legal foreach {dx dy} {0 1 1 0 0 -1 -1 0} { set nx [expr {$cx + $dx}]; set ny [expr {$cy + $dy}] if { $nx >= 0 && $nx < $x && $ny >= 0 && $ny < $y && ($dx && idx($verti, min($cx,$nx), $cy) || $dy && idx($horiz, $cx, min($cy,$ny))) } then { lappend queue $nx $ny $path } } }

### Loop to set up the path rendering ### # (-2,-2) is just a marker that isn't next to the maze at all, so # guaranteeing the use of the last 'else' clause foreach {cx cy} $path {nx ny} [concat [lrange $path 2 end] -2 -2] { if {$nx-$cx == 1} { lset content $cx $cy "v" } elseif {$nx-$cx == -1} { lset content $cx $cy "^" } elseif {$ny-$cy == -1} { lset content $cx $cy "<" } else { lset content $cx $cy ">" } }

### Return the path ### return $path

   }

}

  1. Do the solution (we ignore the returned path here...)

m solve

  1. Print it out

puts [m view]</lang> Example output:

+   +---+---+---+---+---+---+---+---+---+---+
| v     |                                   |
+   +---+   +---+---+---+---+---+---+---+   +
| v |       | >   v | >   v |   |           |
+   +   +---+   +   +   +   +   +   +---+   +
| v     | >   ^ | v | ^ | v |   |       |   |
+   +---+   +---+   +   +   +   +---+   +---+
| v | >   ^ | v   < | ^ | v |       |   |   |
+   +   +---+   +---+   +   +   +---+   +   +
| >   ^ | v   < | >   ^ | v |       |       |
+---+---+   +---+   +---+   +---+   +---+---+
| v   <   < | >   ^ | v   < | >   >   >   v |
+   +---+---+   +---+   +---+   +---+---+   +
| >   v |     ^   < | >   >   ^ |       | v |
+---+   +---+---+   +---+---+---+   +   +   +
|     >   >   >   ^ |               |     >  
+---+---+---+---+---+---+---+---+---+---+---+