MazeGenerator is a project demonstrating the maze generation algorithm I designed and built using C# ASP.NET Core MVC on Visual Studio Code for Mac. The maze generation algorithm is part of a library that the web application uses to produce maze data. The maze data model is packaged up and delivered to the view by a controller which responds to an AJAX request from the index page when it loads, or when a button is clicked.
The entire web application is packaged into a Docker container and is hosted on the web server, where it is assigned to port 5000. The web server is an Amazon Web Services EC2 instance running Ubuntu Linux, which also simultaneously runs Apache and the WordPress installation corresponding to my website.
The maze generation algorithm is configurable and produces fully-random mazes that completely occupy grids with variable dimensions. The demonstration involves a 15 x 15 grid. The algorithm completes the maze generation task for a grid this size on a server in just a few milliseconds. Larger grids will require more time and computing power to generate.
This project demonstrates my software design and coding abilities. I like to produce very clean, maintainable, self-documenting code that includes helpful comments explaining the more difficult concepts. The single best example of code in this project for review purposes is
Library/Maze.cs, although the project is presented here in its entirety and should be easy to run using Visual Studio Code.
About the Maze Generation Algorithm
Sample 25 x 25 Maze in Text Format
Every maze is unique, and evolves during the generation process as growth patterns converge and combine in unexpected ways. Starting with a single cell in the grid that receives a random maze segment, the algorithm iteratively adds to the structure by attaching additional maze segments randomly selected from lists of compatible segment types.
The algorithm adapts, recovering from common problems that prevent full growth. However, irrecoverable problems frequently demand that entire mazes are abandoned mid-generation. Thus, only about one in five mazes are actually completed. The algorithm simply persists until it succeeds, although the time to successfully complete a maze is therefore variable.
Each maze successfully completed must undergo an analysis to ensure that each cell in the maze is reachable from every other cell in the maze. This is called solving the maze, and it prevents "island" portions of the maze from developing independently from one another without any link between them. Solving is accomplished using a recursive subroutine.
This algorithm is suitable for use in video game applications. It was originally developed as part of an iPhone video game I produced in 2013 called Robot Attack Maze (screenshot). In 2017, I ported that code from the original Objective-C to C# and have also separately extended the algorithm to include rooms and other special features that produce richly detailed standalone game levels for a future RPG game or similar concept.
For further information or for business inquiries, please contact me directly via my website at www.digitalwizardry.ca.