This approach appears to do something different, which is allow the guests to cheat - it relies on information a real maze solver would not have, including how close a tile is to the exit.
Oh, I agree with that, I especially wouldn't want to see a left hand rule solution, but my point was just that it's not just
> remember places they had been previously and bias against those places
Which is something a real maze solving algorithm could do. The linked solution might do that, but mainly it works by cheating (effectively, implementing "gravity" pulling guests towards squares that it knows are closer to the end). That might be just fine for the purposes of making a video game, but it doesn't seem like the sort of approach you were talking about.