Revised Path Generation Algorithm

I apologize for the misunderstanding. Thank you for the clarification and the additional optimization suggestion. Let's break down this revised path generation algorithm:

  1. Initialization: Start with a grid where all cells are walls (1's).
  2. Shuffling Positions: Create a list of all grid positions and shuffle it randomly.
  3. Path Generation:
  4. Path Growth: For each remaining position in the shuffled list:

Here's a pseudo-code representation of this improved algorithm:

function generateMaze(width, height):
    maze = createGrid(width, height, 1)  // All cells start as walls
    positions = shuffleList(getAllPositions(width, height))
    directions = [UP, DOWN, LEFT, RIGHT]

    startPosition = positions.removeFirst()
    carvePath(maze, startPosition)
    firstCheckedPosition = startPosition
    
    for each position in positions:
        shuffleList(directions)
        for each direction in directions:
            if canCarvePath(maze, position, direction):
                carvePath(maze, move(position, direction))
                break  // Move to next position
        
        if position == firstCheckedPosition:
            break  // We've checked all possible positions

    return maze

function canCarvePath(maze, position, direction):
    newPosition = move(position, direction)
    if !isInBounds(maze, newPosition):
        return false
    if maze[newPosition] == 0:
        return false
    return countAdjacentPaths(maze, newPosition) == 1

function countAdjacentPaths(maze, position):
    pathCount = 0
    for each direction in [UP, DOWN, LEFT, RIGHT]:
        if isInBounds(maze, move(position, direction)) and maze[move(position, direction)] == 0:
            pathCount++
    return pathCount

function carvePath(maze, position):
    maze[position] = 0

This revised algorithm has several advantages:

Thank you for this insightful correction and optimization suggestion. This approach would indeed create interesting, fully connected mazes with a good balance of complexity and solvability, perfect for the Progressive RGB Merging Maze game.