Note: Posted this question on StackOverflow and received answers there: https://stackoverflow.com/questions/54613229/p5-js-prims-algorithm-maze-generation-stuck-in-infinite-loop/54621408#54621408
I’m trying on implementing randomized Prim’s algorithm to generate a maze. However, the program keeps getting stuck in an infinite loop as the length of the list of walls ( wallList
) is always in the thousands. Currently, I am using an if statement that stops the maze generation after 11500 iterations to prevent an infinite loop.
My pseudocode is based on Wikipedia’s description of the algorithm (https://en.wikipedia.org/wiki/Maze_generation_algorithm#Randomized_Prim’s_algorithm)
HTML:
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="https://ajax.aspnetcdn.com/ajax/jQuery/jquery-3.3.1.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.0/p5.js"></script>
</script>
</head>
<body>
<div id="game-wrapper">
<div id="canvas-wrapper">
</div>
</div>
</div>
<script type="text/javascript" src="maze.js"></script>
</body>
</html>
JavaScript:
var numIterations = 0; // Just for debugging purposes (stop at 1000 iterations otherwise the program goes into
// an infinite loop
// The directions and vectors arrays correspond to each other
// For example, the first element of directions is "N" and the first element of vectors also represents a
// north vector
var directions = ["N", "E", "S", "W"]
var vectors = [
[-1, 0],
[0, 1],
[1, 0],
[0, -1]
];
var wallList = {}; // Structure of a wall [rol (num), col (num), direction (string)]
function Maze(numRows, numColumns) {
/*
Defines a maze given the number of rows and the number of columns in the maze
*/
this.numColumns = numColumns;
this.numRows = numRows;
this.numCells = numRows * numColumns;
this.cellGraph = [];
for (var i = 0; i < numRows; i++) { // For every single row
this.cellGraph.push([]); // Start out with an empty row
}
}
Maze.prototype.computeFrontierWalls = function (cellRow, cellColumn) {
/*
The frontier walls of a cell is defined as all the walls of the adjacent cells
*/
/*
Coordinates of adjacent cells:
Up [cellRow - 1, cellColumn]
Down [cellRow + 1, cellColumn]
Right [cellRow, cellColumn + 1]
Left [cellRow, cellColumn - 1]
*/
var coordinates = [
[cellRow - 1, cellColumn],
[cellRow + 1, cellColumn],
[cellRow, cellColumn + 1],
[cellRow, cellColumn - 1]
];
var computedFrontier = []; // List of frontier cells
var originalCell = this.cellGraph[cellRow][cellColumn]; // We want to calculate the frontier of the original cell
for (var i = 0; i < coordinates.length; i++) {
// Get the coordinates of the adjacent cell
var coordinate = coordinates[i];
var row = coordinate[0];
var col = coordinate[1];
// See if a cell exists at that area
// If there is a cell that exists, add all of the walls of the cell to the computedFrontier array
if (row >= 0 && row < this.cellGraph.length && col >= 0 && col < this.cellGraph[0].length) {
var cell = this.cellGraph[parseInt(row)][parseInt(col)];
for (var j = 0; j < directions.length; j++) {
computedFrontier.push([cell.row, cell.column, directions[j]]);
}
}
}
return computedFrontier;
}
function Cell(cellSize, row, column) {
this.cellSize = cellSize; // The width and height of the cell
this.column = column;
this.row = row;
this.xPos = column * cellSize;
this.yPos = row * cellSize;
this.walls = [true, true, true, true]; // 0 = top, 1 = right, 2 = bottom, 3 = left
this.visited = false; // Whether the cell has been traversed or not
}
function getRandomPos(widthCells, heightCells) {
var row = Math.floor(Math.random() * heightCells); // Generate a random row
var column = Math.floor(Math.random() * widthCells); // Generate a random column
return [row, column];
}
var mazeIntro = function (p) {
var maze = new Maze(20, 35); // Generate a new maze with 20 rows and 35 columns
Maze.prototype.createMaze = function () { // Build an empty maze
for (var i = 0; i < this.numRows; i++) { // Iterate through every row
for (var j = 0; j < this.numColumns; j++) { // Iterate through every column
var cell = new Cell(20, i, j); // Create a new size at row i and column j with size 20
maze.cellGraph[i].push(cell); // Add the cell to the row
}
}
}
maze.createMaze(); // Build the maze
p.setup = function () {
var canvas = p.createCanvas(700, 400);
p.background(255, 255, 255);
p.smooth();
p.noLoop();
// Pick a cell, mark it as part of the maze. Add the walls of the cell to the wall list
var pos = getRandomPos(maze.cellGraph[0].length, maze.cellGraph.length);
;
var row = pos[0];
var column = pos[1];
maze.cellGraph[row][column].visited = true;
for (var k = 0; k < directions.length; k++) {
var key = row.toString() + column.toString() + directions[k].toString();
if (!wallList[key]) {
wallList[key] = [row, column, directions[k]];
}
}
}
Cell.prototype.display = function () {
/*
For each wall:
1. Check if it is on the border of the maze:
2. If it is on the border: don't draw the wall
3. If it isn't on the border: draw the wall
*/
p.stroke(0, 0, 0);
if (this.walls[0] && this.row != 0) { // Top
p.line(this.xPos, this.yPos, this.xPos + this.cellSize, this.yPos);
}
if (this.walls[1] && this.column != maze.widthCells - 1) { // Right
p.line(this.xPos + this.cellSize, this.yPos, this.xPos + this.cellSize, this.yPos + this.cellSize);
}
if (this.walls[2] && this.row != maze.heightCells - 1) { // Bottom
p.line(this.xPos + this.cellSize, this.yPos + this.cellSize, this.xPos, this.yPos + this.cellSize);
}
if (this.walls[3] && this.column != 0) { // Left
p.line(this.xPos, this.yPos + this.cellSize, this.xPos, this.yPos);
}
p.noStroke();
}
Cell.prototype.toString = function () {
/*
Mainly used for debugging purposes, converts the object into a string containing the row and the column of the cell
*/
return this.row + "|" + this.column;
}
function deleteWall(current, neighbor) {
/*
Deletes two walls separating two cells: current and neighbor
Calculates if neighbor is to the left, right, top, or bottom of cell
Removes the current's wall and the corresponding neighbor's wall
*/
var deltaX = current.column - neighbor.column;
var deltaY = current.row - neighbor.row;
if (deltaX == 1) { // Current is to the right of the neighbor
current.walls[3] = false;
neighbor.walls[1] = false;
}
if (deltaX == -1) { // Current is to the left of the neighbor
current.walls[1] = false;
neighbor.walls[3] = false;
}
if (deltaY == 1) { // Current is to the bottom of the neighbor
current.walls[0] = false;
neighbor.walls[2] = false;
}
if (deltaY == -1) { // Current is to the top of the neighbor
current.walls[2] = false;
neighbor.walls[0] = false;
}
}
function isWall(cellA, cellB) {
// Whether there's a wall or not depends on the orientation of the blocks
// If it's vertical, it has to be false between even numbers
// If it's horizontal, it has to be false between odd numbers
for (var j = 0; j < cellA.walls.length; j++) {
for (var k = 0; k < cellB.walls.length; k++) {
if (Math.abs(j - k) == 2 && !cellA.walls[j] && !cellB.walls[k]) {
var rA = cellA.row;
var cA = cellA.column;
var rB = cellB.row;
var cB = cellB.column
if ((rA - rB) == 1 && j == 0 || (rA - rB) == -1 && j == 2 || (cA - cB) == 1 && j == 3 || (cA - cB) == -1 && j == 1) {
return false;
}
}
}
}
return true;
}
function calculateCellDivision(wall) {
// Calculate the two cells that the wall divides
// For example:
// If the wall is [10, 11, "N"]
// The two cells that the wall divides are (10, 11) and (9, 11)
var row = wall[0];
var col = wall[1];
var cell1 = maze.cellGraph[row][col]; // Get the cell of the wall
// Get the corresponding vector based upon the direction of the wall
var vectorIndex = directions.indexOf(wall[2]);
// Add the vector to the position of cell1
var cell2Row = parseInt(cell1.row) + vectors[vectorIndex][0];
var cell2Column = parseInt(cell1.column) + vectors[vectorIndex][1];
if (cell2Row < 0 || cell2Row >= maze.cellGraph.length || cell2Column < 0 || cell2 >= maze.cellGraph[0].length) {
return -1;
}
var cell2 = maze.cellGraph[cell2Row][cell2Column]; // Get the corresponding cell
var cellsVisited = 0;
var unvisitedCell;
if (cell1.visited) {
cellsVisited += 1;
unvisitedCell = cell2;
}
if (!cell2) { // This means that the wall is a border wall
return -1;
}
if (cell2.visited) {
cellsVisited += 1;
unvisitedCell = cell1;
}
if (cellsVisited == 1) {
return [cell1, cell2, cellsVisited, unvisitedCell];
}
return -1;
}
function getCellWalls(row, col) {
// Gets a cell's walls
var cellWalls = [];
for (var i = 0; i < directions.length; i++) {
cellWalls.push(row + col + directions[i]);
}
return cellWalls;
}
p.draw = function () {
while (Object.keys(wallList).length > 0) { // While there are still walls in the list
console.log("Object.keys(wallList).length = " +
// Pick a random wall of the list
var wallListKeys = $.map(wallList, function (value, key) {
return key;
});
var randomKey = wallListKeys[Math.floor(Math.random() * wallListKeys.length)];
var randomWall = wallList[randomKey];
var components = calculateCellDivision(randomWall);
if (components != -1) {
var numVisited = components[2];
var cell1 = components[0];
var cell2 = components[1];
// If only one of the two cells that the wall divides is visited, then:
// 1. Make the wall a passage and mark the unvisited cell as part of the maze.
// 2. Add the neighboring walls of the cell to the wall list.
// Remove the wall from the list.
if (numVisited == 1) {
deleteWall(cell1, cell2);
var unvisitedCell = maze.cellGraph[components[3].row][components[3].column];
unvisitedCell.visited = true;
var unvisitedString = unvisitedCell.row + "|" + unvisitedCell.column;
// Add the neighboring walls of the cell to the wall list
// Format of the walls (by index):
// 0 = top, 1 = right, 2 = bottom, 3 = left
var computedFrontierWalls = maze.computeFrontierWalls(unvisitedCell.row, unvisitedCell.column);
for (var k = 0; k < computedFrontierWalls.length; k++) {
var computedWall = computedFrontierWalls[k];
var keyString = computedWall[0].toString() + computedWall[1].toString() + computedWall[2];
if (!wallList[keyString]) {
wallList[keyString] = computedWall;
}
}
// Delete randomKey from the list of walls, and then delete the same wall from the corresponding cell
delete wallList[randomKey];
// Calculate the corresponding cell
var direction = randomWall[2];
var directionIndex = directions.indexOf(direction);
var oppositeDirectionIndex = -1;
if (directionIndex == 0) {
oppositeDirectionIndex = 2;
}
if (directionIndex == 2) {
oppositeDirectionIndex = 0;
}
if (directionIndex == 1) {
oppositeDirectionIndex = 3;
}
if (directionIndex == 3) {
oppositeDirectionIndex = 1;
}
var vector = vectors[directionIndex];
var correspondingString = (randomWall[0] + vector[0]).toString() + (randomWall[1] + vector[1]).toString() + directions[oppositeDirectionIndex];
delete wallList[correspondingString];
}
}
numIterations += 1;
if (numIterations == 11500) { // Prevents infinite loop
break;
}
}
p.clear();
// Draw the maze
for (var i = 0; i < maze.cellGraph.length; i++) { // Iterate through row
for (var j = 0; j < maze.cellGraph[i].length; j++) { // Iterate through every column
maze.cellGraph[i][j].display(); // Display the cell
}
}
p.line(0, 400, 400, 400);
}
};
var myp5 = new p5(mazeIntro, "canvas-wrapper"); // Initialize the graphics engine for the canvas
The generation does work, as shown in the screenshot below. But I’m pretty sure my implementation is not correct as the wall list shouldn’t contain thousands of walls.