[HN Gopher] Physicists have created the most fiendishly difficul...
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       Physicists have created the most fiendishly difficult maze
        
       Author : jhncls
       Score  : 109 points
       Date   : 2024-07-10 21:20 UTC (1 days ago)
        
 (HTM) web link (www.sciencealert.com)
 (TXT) w3m dump (www.sciencealert.com)
        
       | russellbeattie wrote:
       | Part of me wants to write up a quick path finder script to do the
       | maze to see how long it would take. The solution seems like a
       | straight line though, so it could get lucky and zip to the
       | middle.
        
       | ianbicking wrote:
       | Kind of an aside to the purpose of the maze, but I noticed their
       | maze has no designated exit. You just have to escape the maze
       | from an interior starting point, adding to the challenge because
       | there are many false exits. You can't start from both ends, nor
       | is there a sense that you are getting "closer" to the exit.
       | 
       | I don't think I've seen this maze building technique, even though
       | it seems simple.
        
         | Someone wrote:
         | You can turn any such maze into one with a single exit by
         | surrounding it with a small "moat" with a single exit. For
         | large mazes, I don't think the price you pay for it is too
         | large, as it only adds _O(\[?]#cells)_ of area to the maze, and
         | I think any good measure for complexity of a maze scales by
         | _#cells_ (if you don't scale by _#cells_ , you can make a maze
         | harder by glueing multiple ones together, and the trivial maze
         | where there only one straight line will get harder by making it
         | longer)
        
           | tedunangst wrote:
           | That doesn't do anything to assist solving, though. Once
           | you're in the moat, it's the same problem.
        
       | bee_rider wrote:
       | I suspect the bit about the maze difficulty is just some
       | throwaway bit of description that the journalist got caught up
       | on.
       | 
       | But does anyone know a good metric for maze difficulty? Or what
       | the study of maze difficult would really look like? The classic
       | maze solving algorithm (right hand rule/DFS) is deterministic
       | anyway.
        
         | andrew_eu wrote:
         | Super interesting question.
         | 
         | I didn't, but found this [1] 2001 paper without much
         | difficulty. Getting much out of it is more difficult. As I
         | understand it, the complexity measure they propose is somewhat
         | related to the difference of arctans of turns to take "forward"
         | vs turns to take "backward", summed up for every fork and
         | scaled with some length measurement. There are definitely
         | plenty of other complexity measure though (e.g. number of
         | forks, number of incorrect paths, etc) -- correlating that to
         | practical difficulty is less straightforward.
         | 
         | [1] https://archive.bridgesmathart.org/2001/bridges2001-213.pdf
        
         | IIAOPSW wrote:
         | You said yourself the algorithm is DFS. The obvious measure of
         | difficult then is going to be the average number of branches b
         | raised to the average depth d of the tree.
         | 
         | This is just another way of saying the size of the search space
         | is (b^d), and DFS "walks the tree" until it finds the exit,
         | which means on average its going to iterate half the entire
         | search space before getting there. Furthermore, unless there is
         | some other information available which correlates with the
         | correct path at a given intersection, there's no possible way
         | to do better than testing the possible branches sequentially
         | (as in DFS) and therefore no way to improve on searching half
         | the entire space.
        
           | anyfoo wrote:
           | You're formulating the problem with a lot of implicit
           | assumptions. That is ignoring a lot about how human visual
           | perception works.
           | 
           | Look at a very simple maze, you will likely "intuitively"
           | solve it immediately without performing an actual DFS.
           | Implementing that as an actual computer algorithm would be
           | insane since your algorithm would now rely on the
           | computational needs of a human perception system, which
           | decreases algorithmic efficiency by many orders of magnitude.
           | But humans with their weird squishy brains have what they
           | already have, and on the flip side are simply not optimized
           | for algorithms on all but the smallest data structures. (You
           | can very easily read even distorted text, but you have an
           | extremely hard time balancing a simple red-black-tree in your
           | head or even on paper.)
           | 
           | EDIT: Relatedly, humans use heuristics a lot. And there are
           | many NP-hard problems where we can solve lots of "reasonable"
           | points in the problem space in reasonable time (computers or
           | humans alike), at the risk of having to time out, maybe try
           | with another approach, and eventually just give up. Traveling
           | salesmen _are_ actually traveling the country after all. So
           | worst case is not always a good measure for games.
        
             | IIAOPSW wrote:
             | Well now you're posing a different problem, namely one
             | about mazes where the entire structure is visible at once
             | from the top down and (likely) follows certain drawing
             | conventions. This violates my caveat about there not being
             | any information at the intersections which correlated with
             | which branch to look at next. If you can see the whole maze
             | at once, you very much have a hint.
        
               | bee_rider wrote:
               | Right; DFS is the solution to this one type of well-
               | covered maze problem. But I think it is less interesting.
               | I guess what I was trying to ask is, if there are other
               | more interesting problem/solution pairs that could allow
               | for more interesting types of difficulty.
        
         | kleiba wrote:
         | Well, usually we measure the difficulty of a problem by the
         | run-time complexity of a solution to the problem. If the
         | approach is deterministic, we'd usually care for the complexity
         | of the best solution for the worst-case kind of problem; but it
         | could as well be an expected run-time for a probabilistic
         | approach.
         | 
         | Interestingly, you don't always actually have to _have_ an
         | actual solution - it can be possible to determine run-time
         | bounds (that tell you how hard your problem is at least) just
         | on theoretical grounds. This could be, e.g., by comparing it in
         | complexity to another problem that has already been studied and
         | whose complexity is thus known.
        
           | anyfoo wrote:
           | That's algorithmic complexity/"difficulty", and somewhat
           | assumes that we only care about computers solving the maze.
           | 
           | Since solving mazes is however (also) something to be enjoyed
           | by humans, it's possible that perceived maze difficulty could
           | be dependent on factors that wouldn't really matter for a
           | straightforward algorithm. For example, a very "jagged" maze
           | could feel more difficult for humans because it's harder to
           | follow with your gaze, while an optimal maze solution finding
           | algorithm wouldn't be impacted.
           | 
           | In cases like this, formulating difficulty can be more of an
           | art than an optimization problem.
           | 
           | EDIT: See also andrew_eu's reply (which I only saw now),
           | where multiple "interesting" notions of "difficulty" are
           | proposed.
           | 
           | EDIT: Relatedly, humans use heuristics a lot. And there are
           | many NP-hard problems where we can solve lots of "reasonable"
           | points in the problem space in reasonable time (computers or
           | humans alike), at the risk of having to time out, maybe try
           | with another approach, and eventually just give up. Traveling
           | salesmen _are_ actually traveling the country after all. So
           | worst case is not always a good measure for games. But I see
           | you mentioned that already.
        
         | yencabulator wrote:
         | Micromouse is primarily a robotics competition but they care
         | about their algorithms greatly. It's a rectilinear maze and
         | concerned about turning accuracy and acceleration etc, but
         | there should be plenty of more abstract stuff in that space
         | about most effective maze solving algorithms.
         | 
         | https://en.wikipedia.org/wiki/Micromouse
         | 
         | For example: https://swati-mishra.com/wp-
         | content/uploads/2020/02/advanced...
        
       | UI_at_80x24 wrote:
       | When I was a kid I was really good at mazes. I would just stare
       | at the maze, kinda zone out for a minute unfocusing on the entire
       | thing, and eventually one path would look brighter to me somehow.
       | I could never solve a maze by tracing my finger along a route,
       | but if I 'un-focused' it would jump out of the page at me.
       | 
       | My mother has told me I would have them done within seconds, and
       | I'd have a whole book before she'd finish putting the groceries
       | away.
       | 
       | I've never thought much about it other then, 'I used to like
       | doing mazes'; but I wonder if it was a special gift I could have
       | developed.
        
         | bee_rider wrote:
         | Slightly silly question--did you actually check the validity of
         | your solutions? It would be extremely funny, and certainly the
         | type of thing I would have done as a kid, to just assume the
         | path I'd found was the right one, haha.
        
           | UI_at_80x24 wrote:
           | Nope I checked. I was wrong a couple of times but it was
           | rare.
        
             | bee_rider wrote:
             | Maybe in an alternate life you are a real wizard at
             | designing PCBs.
        
         | ordu wrote:
         | _> I wonder if it was a special gift I could have developed._
         | 
         | Seems that you managed to train your neural networks to do a
         | parallel search. Probably visual cortex neurons. GPU
         | acceleration rocks.
        
         | qup wrote:
         | I had a middle school friend who was a great artist, but also
         | he drew mazes. "Brain mazes" he called them, because of the
         | noodly look.
         | 
         | Anyway, I always wondered how he could do it. To me he was just
         | drawing lines everywhere, but there would eventually be a
         | complete maze with only one solution.
         | 
         | Maybe it was a memorized algo--like a party trick basically.
        
           | Jach wrote:
           | That's a fun name. I used to draw sort of noodly-ish mazes as
           | a kid, too, though they didn't always have a unique path as
           | there could be branch loops. Did they look at all like this 7
           | minute mouse drawing version? https://imgur.com/a/lat8S6N
           | There's no fancy process to it, though. I can picture a much
           | more impressive maze deserving of the "brain maze" name.
        
       | smokel wrote:
       | 10PRINTCHR$(INT(RND(1)+0.5)+109); 20GOTO10
        
       | leptons wrote:
       | I made the mistake of walking into a maze at Burning Man, and as
       | I was walking in there were people begging us if we had seen the
       | entrance recently. I didn't think much of it, until I understood
       | just how "fiendishly" designed the maze was. It wasn't very
       | large, maybe 150 foot square, 8 foot tall plywood sheets, so you
       | couldn't just climb out. At the center of the maze was a ladder
       | you would climb up to a platform where you could see the whole
       | maze except the part under the 20 foot square platform you were
       | standing on. And that was the tricky part. It seemed that when
       | you went through the center part of the maze you would end up in
       | an unexpected part of the maze, and even though we could see the
       | maze from above, none of it made any sense to how we might get
       | out. It took us about 30 minutes to get to the platform and
       | another hour to get out. I will never go into another maze again.
        
         | bee_rider wrote:
         | Speaking of burning men, how do maze organizers typically
         | handle fire safety?
        
           | leptons wrote:
           | Fire extinguishers?
        
             | anyfoo wrote:
             | I don't know anything about mazers (or fire safety), but,
             | assuming flammable materials like wood, how do they
             | extinguish the fire before it takes over the whole
             | structure?
             | 
             | I guess "professional" mazes may have sprinkler systems.
             | Still, it seems that even in buildings that do, a lot of
             | value is put into maintaining escape routes.
        
           | klyrs wrote:
           | Panic
        
           | bell-cot wrote:
           | Unless someone is splashing gasoline around, fire will spread
           | _very_ slowly in an open-topped plywood maze. And heat
           | /fumes/smoke will head skyward, not accumulate as they would
           | for an indoor fire.
           | 
           | As an organizer, I'd be much more concerned about medical
           | emergencies and inter-personal crime in the maze.
        
         | gwbas1c wrote:
         | Maybe try a corn maze if you have a chance?
        
           | xivzgrev wrote:
           | that's the way to go. one time got "lost" in a corn maze
           | about 2/3rd way thru, going in circles, so just finally
           | hopped a row, and followed the path out 30 seconds later.
           | it's supposed to be fun, not stressful.
        
         | temporarely wrote:
         | Plywood walls that can be trivially written on.
         | 
         | > I will never go into another [plywood] maze again [...]
         | 
         | ... without a marker.
        
         | marssaxman wrote:
         | Do you remember which year that was? I'm fairly sure I
         | encountered that project, and I think I found some way to cheat
         | my way out of it without actually solving the maze, though I
         | can't recall the details.
        
           | bell-cot wrote:
           | Any reason why "follow the right-hand wall" (and perhaps a
           | few little scratches on the plywood) wouldn't work?
        
             | cortesoft wrote:
             | "Follow the right-hand wall" only works if all the walls
             | are connected. It does not work if there are free standing
             | walls.
        
               | masfuerte wrote:
               | Very true! I was here [1] a few weeks ago. I'd never done
               | a real-life maze before and assumed it would be easy but
               | with free-standing walls it was quite challenging. I
               | think I explored every branch before reaching the centre.
               | 
               | [1]: https://mazes.co.uk/
        
         | yencabulator wrote:
         | Outdoors, I guess you could use direction of sun as a guiding
         | beacon, to decrease the confusion of which way you're pointed.
         | 8ft tall walls in a desert will hide other landmarks I assume.
        
       | ballenf wrote:
       | Part of the difficulty seems to be the style of jagged edges,
       | making it hard to visually parse.
        
         | hoseja wrote:
         | And then you see it's just an artefact of constructing the maze
         | from connected triangles.
        
       | IIAOPSW wrote:
       | Mildly off topic, but I sometimes re-imagine the myth of the
       | Minotaur as a parable about how the only bars which can't be bent
       | by brute force are the ones made of computational hardness.
       | 
       | Why did they build a maze for the Minotaur with a possible escape
       | route rather than just an ordinary prison? Why leave the
       | possibility of escape open?
       | 
       | Well see, the Minotaur was arbitrarily strong. No material could
       | build a wall strong enough that he couldn't bash through nor a
       | door that he couldn't break down. But, he wouldn't try and break
       | down anything if there was obviously a path right there he could
       | use to go around it normally. By putting him in a maze, he will
       | always keep trying the next path thinking it might be the exit,
       | never attempting to break any wall. The puzzle is harder than any
       | material they could have used to build a prison, as it cannot be
       | bent by the Minotaurs brute force.
       | 
       | Computation (eg cryptography) can be "unbreakable" in a way that
       | bank vaults and deposit boxes can't.
        
         | ilikecakeandpie wrote:
         | I know it's a myth, but what would stop the Minotaur from just
         | going full Juggernaut and smashing through all the walls should
         | the Minotaur realize the paths are too difficult to traverse?
        
           | reaperman wrote:
           | Only the mythical head-canon of the Minotaur's psychology.
           | Whereas I tended to believe that the Minotaur had everything
           | it wanted to a reasonable degree of comfort as long as it
           | continued to be fed.
        
           | hoseja wrote:
           | Why doesn't Sisyphos simply stop pushing the stone?
        
             | eastbound wrote:
             | Because he was condemned to do it.
             | 
             | Perhaps what all those Greek epics taught me, is that once
             | someone condemns you to a destiny, then that's it. No other
             | destiny can open up.
        
             | klyrs wrote:
             | What, and do _nothing_ for eternity instead?
        
             | Detrytus wrote:
             | Because he was promised that once he gets it to the top,
             | he'll be free. So, he keeps pushing, hoping that this time
             | he'll succeed.
        
             | simpaticoder wrote:
             | Hades has total control over the (physical) rules of the
             | underworld[1]. Hades can make the stone roll back for
             | arbitrary reasons. But keeping hope alive in Sisyphus is
             | the harder problem. Hades can essentially force Sisyphus to
             | keep trying by making it arbitrarily painful to stop
             | trying, but then hope is no longer his motivation. Hades
             | could reset Sisyphus' memory such that hope remains, but
             | then this loses the profundity of an eternal punishment.
             | 
             | The more interesting case is that Sisyphus can contemplate
             | the nature of the system, and reason toward an out that
             | involved undermining Hades power over the Underworld. If he
             | could pause and do experiments, discover the limits of the
             | enchantment, and work around them, that would be ideal.
             | However such an option would also be an excellent way for
             | Hades to extend and deepen the severity of the punishment.
             | A god's arbitrary power is arbitrarily powerful, after all.
             | 
             | 1 - https://en.wikipedia.org/wiki/Sisyphus
        
           | lawlessone wrote:
           | >what would stop the Minotaur from just going full Juggernaut
           | and smashing through all the walls
           | 
           | Imposter Syndrome
        
           | Vapormac wrote:
           | Scorpion and frog
        
           | zakki wrote:
           | Follow the rule principal.
        
           | IIAOPSW wrote:
           | He never has that realization, for he is arbitrarily strong
           | not particularly bright.
        
         | darby_nine wrote:
         | It ain't cryptography, though, it's just a a shortest path
         | algorithm on a graph, which has wide and obvious applications
         | for trade networks. Most computational problems we consider now
         | were outside the scope of the easily expressible terms at hand.
         | 
         | This is a great observation! I just hesitate to romanticize the
         | applicability of modern concepts to classical situations.
        
           | booleandilemma wrote:
           | _I just hesitate to romanticize the applicability of modern
           | concepts to classical situations._
           | 
           | Check this out:
           | 
           | https://en.wikipedia.org/wiki/Ariadne%27s_thread_(logic)
        
         | Anarch157a wrote:
         | >Why did they build a maze for the Minotaur with a possible
         | escape route rather than just an ordinary prison? Why leave the
         | possibility of escape open?
         | 
         | Because it was not a maze, the Minotaur lived in the center of
         | a labyrinth. A labyrinth is a continuous path that leads to the
         | center. The objective was to send people into it so they would
         | end up in the Minotaur's lair and be devoured. The reason the
         | monster stayed was that he had everything he needed there,
         | especially food.
        
           | asdiovjdfi wrote:
           | Interesting how the choice of design of ancient coins will,
           | many years later, lead to comments like this.
        
           | x3n0ph3n3 wrote:
           | That's a really interesting distinction between the words,
           | but sources from Wikipedia indicate that the minotaur was
           | trapped in a maze:
           | 
           | > Although early Cretan coins occasionally exhibit branching
           | (multicursal) patterns, the single-path (unicursal) seven-
           | course "Classical" design without branching or dead ends
           | became associated with the Labyrinth on coins as early as 430
           | BC, and similar non-branching patterns became widely used as
           | visual representations of the Labyrinth - _even though both
           | logic and literary descriptions make it clear that the
           | Minotaur was trapped in a complex branching maze._
        
           | aidenn0 wrote:
           | Surely, if it wasn't a maze, then there would have been no
           | need for Ariadne to have given Theseus a ball of thread to
           | find the way back out.
        
       | croemer wrote:
       | TIL that one can say "very extremely rarely" in English
       | 
       | > Quasicrystals are a form of matter only found very extremely
       | rarely in nature.
        
         | its_ethan wrote:
         | Just because you can say it, doesn't mean you should... that's
         | a pretty clunky sentence in my opinion. Then again, it will
         | only occur very extremely rarely in writing, so maybe it's OK.
         | 
         | ;)
        
       | anigbrowl wrote:
       | You are in a maze of twisty little passages, all alike.
        
       | washedup wrote:
       | No, thanks :)
        
       | leni536 wrote:
       | It looks like that only a small part of the actual maze is
       | reachable from the starting point, which surely reduces the
       | complexity somewhat[1]. But maybe the cutoff for the perimeter in
       | the picture is not at the ideal point to show off the complexity.
       | 
       | [1] https://imgur.com/a/3paGJOk
       | 
       | I discovered a somewhat similar fractal-maze when playing around
       | with the dragon curve[2], maybe I should publish that.
       | 
       | [2] https://en.wikipedia.org/wiki/Dragon_curve
        
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