Continuation of my R&D into virtual creatures in strange environments. This time it's a procedural mutating maze, built in Houdini. The initial state uses the Aldous-Broder/Wilson hybrid algo to generate a nice, perfect maze. The maze then keeps changing its internal walls via the Edge Swap algo, targeting walls likely to invalidate the current solution path. The outer boundary also shrinks inward over time, reducing the playfield. One or two agents navigate using the Trémaux algorithm, leaving breadcrumb markers that become stale / invalid as the maze shifts. The viewer sees the solution path, the agents don't. The video goes over the setup.
graphai•1h ago