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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.



Not going to break immersion for me if guests are casually cheating. It's nice to see:

1. guests wandering around randomly - every part of the maze is regularly visited if the maze is busy

2. guests being not hopeless at actually solving mazes

If the guest makes progress opaquely by sometimes cheating, I'm really not going to notice as a player.

On the other hand, some of the other solutions presented here (like using the left hand rule) would make the mazes a lot less interesting to watch.


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.




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