To do this, run the left hand wall follower to get the leftmost solution, and run the right hand wall follower to get the rightmost solution, where places the two solutions have in common are the bottlenecks.
On the maze classification page you've linked, there is this interesting section:īottleneck finder: This means to find those passages or intersection points in a Maze such that every solution to that Maze passes through them. This still might not create interesting mazes though a maze might have multiple solutions but if you're only adding a tiny loop in the solution, gameplay-wise it won't feel like multiple solutions - maybe a shortcut at best. This can be done deliberately, or just randomly remove walls but check how many solutions there are using a maze solver. So how does one make a maze with multiple solutions? You'd need to remove walls that are along the solution path. It doesn't have to have more than one solution to be non-perfect, but since this is GD.SE I assume multiple solutions is a lot more relevant. That is, as long as there is at least one loop, it's not a perfect maze. From each point, there is exactly one path to any other point. The definition of a perfect maze is:Ī "perfect" Maze means one without any loops or closed circuits, and without any inaccessible areas. However, it sounds like you may be after a maze that's not quite the same as a non-perfect one.
You can construct non-perfect mazes as DMGregory mentioned, starting with a perfect maze then deleting walls at random.