Pathfinding in Procedurally Generated Mazes

This paper presents the development of a simulator for procedural generation of mazes and evaluation of pathfinding algorithms. The implementation includes a Perlin noise-based procedural generation where the generated noise determines the colors of the terrain, increasing the realism of the terrain. The Unity interface allows the user to control and change these properties. Two pathfinding algorithms, namely Dijkstra’s algorithm and the breadth-first search algorithm, are used to test and analyze their effectiveness. The algorithms use positional data to identify and display feasible paths between specific points. The integrated user interface provides a straightforward platform to experiment with the algorithms and visualize their results, including the number of nodes in the path and the duration of pathfinding. In addition, a graphical representation allows real-time tracking of the player’s movement along the selected path. The results presented provide valuable insights for selecting algorithms for specific scenarios. Overall, this simulator is a valuable tool for researchers and developers involved in maze generation and pathfinding algorithm evaluation.

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Publication Details

Published
2024-10-16
DOI
https://doi.org/10.1109/sst61991.2024.10755394
Citations
1
Primary Topic
Model-Driven Software Engineering Techniques
Type
article
Field-Weighted Citation Impact
0.49
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article

Pathfinding in Procedurally Generated Mazes

Tomislav Galba, Časlav Livada, Alfonzo Baumgartner, Matej Kuprešak
1 citations
Model-Driven Software Engineering Techniques
0.49
article

Pathfinding in Procedurally Generated Mazes

Tomislav Galba, Časlav Livada, Alfonzo Baumgartner, Matej Kuprešak
article en
1 citations

Abstract

This paper presents the development of a simulator for procedural generation of mazes and evaluation of pathfinding algorithms. The implementation includes a Perlin noise-based procedural generation where the generated noise determines the colors of the terrain, increasing the realism of the terrain. The Unity interface allows the user to control and change these properties. Two pathfinding algorithms, namely Dijkstra’s algorithm and the breadth-first search algorithm, are used to test and analyze their effectiveness. The algorithms use positional data to identify and display feasible paths between specific points. The integrated user interface provides a straightforward platform to experiment with the algorithms and visualize their results, including the number of nodes in the path and the duration of pathfinding. In addition, a graphical representation allows real-time tracking of the player’s movement along the selected path. The results presented provide valuable insights for selecting algorithms for specific scenarios. Overall, this simulator is a valuable tool for researchers and developers involved in maze generation and pathfinding algorithm evaluation.

University of Osijek (HR)
Openalex Percentile: Top 29%
Model-Driven Software Engineering Techniques
0.49
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Pathfinding in Procedurally Generated Mazes — Tomislav Galba, Časlav Livada, et al. · (2024) | TGRS Research Map | TGRS