Equivalently, the fact that there's a path through the maze means that the wall on the left is completely seperated from the wall on the right. If you stick to the right wall you can never touch the left wall.
@@yannickpit6886 Yeah, that's what I was thinking too. Because this is the easiest way to solve video game dungeons. Just hug one wall. Left or right, it doesn't matter. I used to hear left as a child, some people know it as right, but the main gimmick is that if you're in a maze, putting a hand on a wall and then walking forward, never losing sight of the wall, you'll always find the exit.
@@Nekufan1000000 well that is not entirely true, one can make mazes that do block left/right hand rule but its more complex and in game design its not really favourable unless complex mazes is its gimmick and you have tools that help you mark walls or the like
Mazes are a brilliant way yo test a software engineer. But recruiter done get it!! A recent test for a job, what set a maze task, One had to code, but you did not see the examples in advance, Great! loved it. Pass was one had to pass the most complex in less that 30 seconds. For me it was 30 milliseconds. I had zero feedback,
no it just sticks to the wall to its right. so any time it can turn right, it does, and then turns around it it's in a dead end. it's a simple way to do a depth first search without having to remember where you've been, it works without marking the path
Imagine grabbing the exit and entrance, then pulling them outwards until they’re straight. Pretending that the walls don’t have insides and the walls were only the parts visible whilst inside the maze, then you’d be left with 2 straight lines, the right wall and the left wall.
the way how he was so close to the exit in the beggining of the video and then turned away and started wandering around was extremely dissatisfying lol
I always disliked when people told me to solve mazes by picking a side and following it, and this video demonstrates why perfectly. I don't want to have to deal with half of the entire map.
When people say that they're talking about real mazes, like a corn maze where you can't see the exit. With this strategy you're guaranteed to eventually reach the end, with no strategy you have a chance of reaching the end faster but you could also end up just wandering around without a clue
The only way a circular path would cause this algorithm to fail is if you started on a circular path with the inner wall on the right. Starting from the entrance of the maze, this is an impossible scenario.
What if your start point is random in the map? A simple loop or path that connects back to itself can really mess with these. Eg a maze that does -not- look like a tree.
frieren and hero party deffo use this algorithm to solve any dungeons, but at the last turn to the final spot, they changed the algorithm to opposite hand to get the 100% exploration🤣
@@Invi--- yes i understand But the general idea of technology giving scares is what I have targeted in my above comment My reason to say that is if this video (not at all intellectual) is technology, how could this take on humanity Think about it
@@aadik4458 The power technology can have it's pretty much limited to what humans can give it so yeah this may be weak but who knows what could follow next
Yes it does lmao, it’s literally a way of ensuring that you cover every piece of the maze which guarantees a way out whereas if you turned left and right aimlessly it would be far harder to find the exit
i think the toughest part of this algorithm is at 0:43 when the robot passes the same tile 2 times but doesn't paint it blue. It is the most essential part of the algorithm and I don't quite understand how it does that.
Very interesting how the end result is the double-traced side being entirely enclosed by the correct path, with no exceptions
What you would expect as there is no way to turn left out of the correct path when following right hand rule
@@grapetoad6595 it's something you don't really think about until the knowledge is presented to you. It was a "hmm interesting" moment for me too.
Equivalently, the fact that there's a path through the maze means that the wall on the left is completely seperated from the wall on the right.
If you stick to the right wall you can never touch the left wall.
@@Ailtir Also a thing I've never had articulated in my head before. Thank you!
would be a way to improve efficiency; if you entirely close off a path, you don't have to search it.
This is how I explore caves in minecraft: hug the right wall and place torches to the right.
It has never failed me
Great idea, I hope you don't mind if I steal it
I do the same. Then I know rightside torches = in and left = out.
Exactly what I am doing since I got lost in my first cave in minecraft... a decade ago
I put torch on floor.if I run into torch, I'm in a loop
I used to draw mazes where the goal was to reach the center because of this trick. Right and left-hand methods will bring you back to the origin.
wow, you're smart and evil
he literally went trough the entire left side of the maze, but the ending path was actually very short
That's why you wanna use a heuristic function such as how far the end goal is in x, y distance
Imagine doing the right-handed path trick, and finding out the very first left turn would’ve led straight to the finish
I've always thought of this as the brute force way of solving mazes
I would have The Proclaimers stuck in my head _THE WHOLE TIME_
To be fair, this method worked by a human would’ve completely eliminated the bottom left portion of the maze as soon as it hit the bottom.
@@yannickpit6886 I don’t know about you but the first thing I do is scan for the exit, takes maybe 10-20 seconds depending on the size of the maze.
@@yannickpit6886 Yeah, that's what I was thinking too. Because this is the easiest way to solve video game dungeons. Just hug one wall. Left or right, it doesn't matter. I used to hear left as a child, some people know it as right, but the main gimmick is that if you're in a maze, putting a hand on a wall and then walking forward, never losing sight of the wall, you'll always find the exit.
Assuming its top-down view, yes. A human would instantly see that the entire left is closed off and go the other way.
@@Nekufan1000000 well that is not entirely true, one can make mazes that do block left/right hand rule but its more complex and in game design its not really favourable unless complex mazes is its gimmick and you have tools that help you mark walls or the like
@@Nekufan1000000 Only in a two-dimensional maze I think. If you add the option of stairs and ladders, this wouldn't work any more.
Mazes are a brilliant way yo test a software engineer. But recruiter done get it!!
A recent test for a job, what set a maze task, One had to code, but you did not see the examples in advance, Great! loved it. Pass was one had to pass the most complex in less that 30 seconds.
For me it was 30 milliseconds.
I had zero feedback,
You should do a right and left competition with randomly generated mazes
Due to the (almost) symmetric nature of the problem, there would be no difference.
on average it would be a 50/50 win rate
I'm guessing this method always turns the right-most unmarked way.
no it just sticks to the wall to its right. so any time it can turn right, it does, and then turns around it it's in a dead end. it's a simple way to do a depth first search without having to remember where you've been, it works without marking the path
or left
you keep your hand on the wall to your right at all times
Yes, it does. That's one way to describe it.
@@regularsalamander This is exactly the method I use to find my way out of complex tunnels in video games.
Imagine grabbing the exit and entrance, then pulling them outwards until they’re straight. Pretending that the walls don’t have insides and the walls were only the parts visible whilst inside the maze, then you’d be left with 2 straight lines, the right wall and the left wall.
LEFT-HAND RULE, JACK
the way how he was so close to the exit in the beggining of the video and then turned away and started wandering around was extremely dissatisfying lol
He?
This technique was used by the old "Windows 3D Maze Screensaver."
I always disliked when people told me to solve mazes by picking a side and following it, and this video demonstrates why perfectly.
I don't want to have to deal with half of the entire map.
When people say that they're talking about real mazes, like a corn maze where you can't see the exit. With this strategy you're guaranteed to eventually reach the end, with no strategy you have a chance of reaching the end faster but you could also end up just wandering around without a clue
Would you rather deal with half the map or wander aimlessly all over the entire map?
Best part is that at 0:16 was very close to end end if it weren't programmed to follow the rule lol
Also interesting is that if the choice was "use left hand algorithm" the entire maze would have been explored.
This assumes no loops and the entrance and exit are on the edge
Yeah, i programmed this in asm:D
Most tame dungeon crawler dungeon
I'm having MAJOR flashbacks to the Atari 2600 game "Maze Craze" while watching this.
you could also do it in the water/hydraulics flow way
That is a better way, although you need a map of the maze to do it.
@@paulgreen9059 ie breadth first search, just remember where you "flowed the water flood tree search"
This algorithm has only one big flaw… it just makes sense if the maze has no circular paths
Maybe let it go gack when meet the visited place. Just like the DFS algorithm.
@@dec.breeze5747 I was thinking on other but if that would the case, it wouldn’t visit again the turquoise zones, it would be only green.
But it will eventually get back on track right? Unless the exit is in the middle of the room.
The only way a circular path would cause this algorithm to fail is if you started on a circular path with the inner wall on the right. Starting from the entrance of the maze, this is an impossible scenario.
Here's the thing: the wall(s) that are directly connected to the entrance will *never* be a circular loop because it will always connect to the exit.
What if your start point is random in the map? A simple loop or path that connects back to itself can really mess with these.
Eg a maze that does -not- look like a tree.
Game called Zork did this."you dropped into a maze of twisty passages all alike"
frieren and hero party deffo use this algorithm to solve any dungeons, but at the last turn to the final spot, they changed the algorithm to opposite hand to get the 100% exploration🤣
bro forgor the right side was a thing until he checked the left side
Definiteley a way, but at a maze with islands this can lead to problems
this is how i play darksouls
Any algorithms for island type mazes? I mean like separated walls
It was I have been done as an assignment on the Introduction of programming in the first programming course.
BTW…Of course “Left hand Rule” works exactly the same. I prefer keeping left…its how we drive in UK😁
Would be better if you used another color than blue...too close to the green.
You could paint with different colors where the red dot passed multiple times:
green: 1
cyan: 2
Blue: 3, etc.
0:17 NOOOOOOOOOOOOOO
Backtracking??
Bruh just easy use right hands or left hands
that one reactos screensaver:
And people think this will take over the world.
Funny.
What are you on about?
@@Invi--- i mean how can something so dumb scare us
@@aadik4458 This video isn't about giving scares
@@Invi--- yes i understand
But the general idea of technology giving scares is what I have targeted in my above comment
My reason to say that is if this video (not at all intellectual) is technology, how could this take on humanity
Think about it
@@aadik4458 The power technology can have it's pretty much limited to what humans can give it so yeah this may be weak but who knows what could follow next
DFS
this rule makes no sense
Yes it does lmao, it’s literally a way of ensuring that you cover every piece of the maze which guarantees a way out whereas if you turned left and right aimlessly it would be far harder to find the exit
because you're like 9 probably haven't even developed object permanence yet
@UChrOcy7LgPKOhCRn3BaIthw I guarantee I'm smarter than you'll ever be
@UChrOcy7LgPKOhCRn3BaIthw You weren't supposed to reply to it idiots.
i think the toughest part of this algorithm is at 0:43 when the robot passes the same tile 2 times but doesn't paint it blue. It is the most essential part of the algorithm and I don't quite understand how it does that.