Maze Equivalence
"Maze equivalence" is the simple observation that most Mazes are the same
type of puzzle. The fundamental type, to which most every Maze can be reduced
to, is the "arrow Maze". This is basically just a directed graph in mathematical
terms. It can be represented by a set of points or vertices, with arrows
connecting them. In solving the Maze you move from a start vertex, to an end
vertex, following the direction of arrows from vertex to vertex. More
specifically the Maze consists of a finite and easily enumerable set of states,
where at each state there's a finite and easily enumerable number of choices you
can take to change to a different state.
Many types of Mazes with rules have been invented, however they are all
basically directed arrow Mazes. Three good sites for various rule Mazes are
http://www.logicmazes.com by Robert Abbott,
http://www.mazepuzzle.com by Adrian
Fisher, and http://www.clickmazes.com by Andrea Gilbert. The creativity in rule
Mazes comes from the conception of the rules, and the artistry of expressing the
various links and potentially large number of states within a relatively simple
diagram.
Simple cases: Some Mazes map directly to arrow
Mazes. Examples are:
- Arrow Maze: Some Mazes are arrow Mazes to begin with, such as
http://www.clickmazes.com/mazes/c_arrows.gif and
http://www.astrolog.org/labyrnth/maze/arrow.gif.
Note any Maze with multiple start positions can be expressed as one with a
single start, by creating a new start vertex which has arrows pointing to all
the old start positions, and any Maze with multiple end positions can be
expressed as one with a single end, by creating a new end vertex which has
arrows pointing to it from all the old end positions.
- Non-rule Maze: The simplest type of Maze, i.e. the standard Maze
with normal passages that can be walked down, can be treated as an arrow Maze
by having arrows go in both directions down each passage, with junctions as
vertices. This covers standard Mazes in any dimension.
- Number Maze: A number Maze, such as the one seen at
http://www.logicmazes.com/n1mz.html,
maps directly to an arrow Maze. The 6x6 number Maze here has 36 vertices or
states, where from each vertex there are arrows pointing to the vertices the
given number of units away from it. Note with some Maze representations it's
easy to follow an arrow, but much harder to backtrack, e.g. in a number Maze
display it's easy to look at the number to know how many units to move, but
it's harder to see which other vertices lead to the current one.
- Tilt Mazes: Tilt Mazes, such as those seen at
http://www.logicmazes.com/tilt.html,
map directly to arrow Mazes. From each cell, have four arrows leading to the
cell you get to when tilting the Maze in that direction. Note not all cells
here may be reachable from the start, such as a cell not next to any wall, but
any Maze can have inaccessible locations.
State cases: Some rule Mazes involve state,
where not only does the solving object have a position, but it can be in one or
more states at each position. This type of Maze can be reduced to an arrow Maze
that looks similar to the original too, by having multiple levels, one level for
each state the solving object can be in. States often involve direction, i.e.
the direction you're facing at any one point affects the choices available.
- Number Maze #2: The no U-turn number Maze at
http://www.logicmazes.com/n4mz.html
can be mapped to a four level arrow Maze. Each cell in the 8x8 number Maze
covers four vertices, one vertex for each of the four directions you can face
at that cell. The Maze has 8x8x4 or 256 possible total states, although again
they're not all reachable.
- No left turns: A no left turn Maze, such as seen at
http://www.clickmazes.com/noleft/ixnoleft.htm,
is another Maze that has state indicating the direction you're facing, where
your relative direction is what's used to determine a left turn, and hence
what choices are and aren't available at a vertex. Since at any junction you
can face in one of four directions, this can also be expressed as a four level
arrow Maze.
- Alice Mazes: The Alice Maze at
http://www.logicmazes.com/alice.html
has state in that you have a "size" indicating how many squares you can move.
For a 5x5 Alice Maze there are four possible states you can be in at any cell,
for sizes 1 through 4 (technically sizes 0 and 5 are possible too, although
they're effectively dead ends). The Alice Maze can be treated as a multi-level
arrow Maze, with one level for each size. This Maze has 5x5x4 or 100 possible
total states (again not all reachable).
- Color Mazes: The color Maze at
http://www.mazepuzzle.com/ColourMazes_Rainbow.html
has four possible states at each position, the state being which of the four
colors you most recently navigated. There are nine cells, and four possible
states, so this Maze has 9x4 or 36 possible total states. The Maze here is
harder than it looks, where I actually first solved it by drawing it out as a
four level 3D arrow Maze, and then treating that as a normal arrow Maze which
was easier to follow. :)
- Christmas Tree Maze: The Maze at
http://www.puzzlebeast.com/christmastree/index.html
seems to involve moving a line segment through the Maze, although it's still
easily reducible to an arrow Maze. Treat the center of the line segment as the
vertex where you're at, where the segment can be in one of two states, i.e.
horizontal or vertical. The arrow Maze for this would hence have two levels,
each level being a rough image of the Christmas tree.
Complex cases: Things get more complicated when
there are multiple things in a Maze that can have state, because each
combination of states of those things would need to have its own "level" in the
arrow Maze.
- Sliding door Maze: The Maze at
http://home.att.net/~robtabbott/sliding.html
has four gates, each of which can be in two states. That makes 2^4 or 16
combinations total, so an arrow Maze of this would have 16 levels. Moving over
a button amounts to taking a one way arrow to the appropriate level.
- Theseus and the Minotaur: The Maze puzzle at
http://www.logicmazes.com/theseus.html
has a deterministically moving object chasing you through the Maze. For this
6x6 Maze, there are 36 total locations you can be in, where the Maze itself
can be in 36 possible states corresponding to the 6x6 possible locations the
Minotaur can be in. That results in 36x36 or 1296 possible total states, where
the arrow Maze for this would have that many vertices. This could be
represented as a 36 level 6x6 Maze, with each level being the game board and
the 36 levels corresponding to the 36 possible positions of the Minotaur.
- Set of goals: A Maze puzzle where you have to visit multiple goals
has state, which is the set of goals reached so far. Note a Maze like this is
more complicated, where it's likely only solvable if you visit the goals in a
certain order. The Tilt Maze with multiple goals at
http://www.clickmazes.com/newtilt/m6a.htm
has six goals total, each of which can be found or not found, where the Maze
can therefore be in 2^6 or 64 states total, and hence the arrow Maze of this
would have 64 levels.
- Sokoban: The arrow Maze model starts becoming impractical for
puzzles having a very large number of states, although expressing them as an
arrow Maze can still be done, where it will just require a huge number of
levels. In the game Sokoban, as pictured at
http://www.geocities.com/karakusk/img/sok_pic.gif,
you have to push a set of boxes to a set of finish squares. The level pictured
is on a 17x14 grid with 25 boxes. As each box can potentially be at any
location, the total number of states that Maze puzzle can be in, is
potentially (17x14)^25, where an arrow Maze of this large Sokoban game would
have to have that many levels.
- Solitaire: In general, any deterministic single player game or
situation, with a finite number of states and a finite number of choices at
any state, can be expressed as an arrow Maze. For example, a game of solitaire
from a given deck shuffling forms a "Maze", where your goal is to get to a
winning card configuration. Each reachable layout of cards is a vertex, where
the number of things you can do at any point are the arrows leading to
adjacent vertices. A losing position where you can't move anymore is a dead
end.
Non-cases: Maze equivalence isn't a new type of
Maze in itself, but it does help in understanding existing types of Mazes, and
hence can be good to consider when inventing new types. We've seen how most
things can be expressed as an arrow Maze, however what puzzles don't fit this
model?
- Non-determinism: A non-deterministic Maze such as
http://www.mazemaker.com/Projects_EdinburghZoo.htm
can't really be expressed as a static arrow Maze, since the choices you have
available aren't known ahead of time, and may depend on timing, how tall you
are, etc.
- Opponents: A game with a human opponent such as chess can't be
expressed as a static arrow Maze, since the choices you have at any position
depend on what your opponent does on their turn. You can at least assume the
opponent will make their best possible move, however you define "best", when
deciding what move to take yourself, where that roughly maps to an arrow Maze.
Computer chess programs search over game trees like this when deciding what
move to make.
- Fractal Mazes: Infinite recursive fractal Mazes such as http://www.astrolog.org/labyrnth/maze/fractal2.gif
have an infinite number of states, although there's still always a finite
number of choices you can make at each state. Such Maze tend to have an
infinite number of solutions, where the goal is finding the shortest solution
or at least one that can be expressed in a finite number of moves.
- Hypermazes: A hypermaze doesn't really fit the model of an arrow
Maze either, since there's no solving point to be mapped to a vertex, but
rather a solving line, where there's a virtually infinite number of
configurations and things you can do in any situation, and the solution is
expressed more as a 2D figure than a 1D sequence of moves. A hypermaze such as
http://www.astrolog.org/labyrnth/maze/hyper.gif is where the solving object is of a higher dimension than just a
point. In a standard non-hypermaze you move a point through whatever dimension
environment, where the path behind you forms an line. In a hypermaze you move
a line through a 3D or higher dimension environment, where your path forms a
surface.
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page last updated June 11, 2006.