Knowra Maze Maze A network of paths and choices arranged to make finding a route through it difficult or confusing. Mazes can be physical structures, drawings, or computational problems.
Graph theory : The mathematical study of networks formed by vertices and edges. A maze can be modeled as a graph whose junctions are vertices and corridors are edges.
Tremaux's algorithm : A maze-solving method that marks traversed passages and avoids repeatedly exploring them. It provides a systematic way to find an exit, even in mazes with loops.
Labyrinth : A winding path or network, traditionally distinguished from a maze by having one route to its center or end. The distinction highlights that not every intricate winding design offers choices or dead ends.
Maze-solving robot : A robot designed to map or navigate a maze using sensors and movement decisions. Robotic maze solving tests how machines perceive routes and plan movement.
Labyrinth symbolism : The meanings attached to labyrinths, including journeys, transformation, and spiritual passage. Maze-like designs often symbolize an inward journey or a difficult passage.
Junction (road) : A point where two or more routes meet or cross. Junctions create the choices that make route-finding through a maze challenging.
Wall follower : A maze-solving rule that follows one wall continuously through the passages. This simple strategy works in many simply connected mazes but can fail with isolated loops.
Hampton Court Maze : A hedge maze at Hampton Court Palace in England, planted around 1700. Its branching paths and dead ends make it a well-known example of a garden maze.
Micromouse : A small autonomous robot competition in which machines solve a maze and race to its center. It turns maze navigation into a benchmark for sensing, mapping, and control.
Theseus and the Minotaur : A Greek myth in which Theseus enters the Cretan Labyrinth and kills the Minotaur. The story links maze navigation with danger, ingenuity, and escape.
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