Cheong-mok Bae, Eun Kwang Kim, Jongchan Lee, Kyung-Joong Kim, J. Na
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Generation of an arbitrary shaped large maze by assembling mazes
Lots of games have used maze generation for their maps, geographical features or terrains. Previously, they used spanning tree algorithms, growing tree algorithm, and so on. However, the methods placed restrictions on the shape of mazes and used fixed matrices. In this paper, we propose a simple and easy way to generate an arbitrary shaped maze by assembling mazes. Because it's possible to selectively combining mazes with user preference, the final big maze can be expected to be a personalized one. If a database of mazes with gamer's playing logs or preferences is available, the system can dynamically compose an arbitrary new mazes in real time. Furthermore, it can support gamers to create new complex mazes for user-generated contents.