SYSTEMATIC ANALYSIS OF MAZE GENERATION ALGORITHMS IN INTERACTIVE GAME ENVIRONMENTS
DOI:
https://doi.org/10.28925/2663-4023.2025.30.972Keywords:
algorithms; optimality of algorithms; graphs; maze generation; game development; maze; machine learningAbstract
Labyrinths in video games serve not only as navigation tools but also as complex design elements that combine technical, aesthetic, and gameplay functions. The use of procedural generation, interactive elements, and adaptive systems enables innovative approaches to construct virtual spaces. The purpose of this study is to develop a systematic classification of algorithms for the procedural generation of labyrinths for use in video game development and to determine their functional characteristics, advantages, and limitations, considering technical and game design requirements. The relevance of the research lies in the growing importance of procedural content in modern game development, which enhances replayability, adaptability, and reduces the cost of manual level design. This study presents a review and comparative analysis of modern maze generation algorithms, including classical approaches (DFS, Prim’s, Kruskal’s, Eller’s, Wilson’s, Aldous-Broder), cellular automata (Rule 4/5, Conway’s Game of Life, Maze CA, Mazectric, Hybrid CA), noise functions (Perlin, Simplex, Worley), fractal systems (L-systems, Hilbert curves), and machine learning-based algorithms (neuroevolution, Wave Function Collapse, Markov models). A classification of algorithms by the type of underlying structure (graph, grid, automaton, noise, ML model) is proposed, allowing for the systematization of maze generation approaches based on architectural and functional characteristics. It is established that classical algorithms offer high predictability and performance, while cellular automata and hybrid methods enable the creation of complex, organic, or decorative structures. The scientific novelty of the study lies in the development of a unified classification of maze generation algorithms that consider both structural and gameplay parameters, thus enabling informed choices of optimal solutions for specific game design tasks. The practical significance of this work lies in its applicability to build adaptive level generation systems, creating educational platforms for studying algorithms, and developing recommendation systems for selecting algorithms based on game genre, technical constraints, and desired complexity.
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