(Side question: there’s at least one more-human-intuitive way to apply chunking to mazes. Can you figure it out?)
What comes to my mind is a kind of algorithm for auto-chunking: repeatedly take a dead end and fill it in until the point where it branches off from a hallway or intersection. Eventually you’re left with a single hallway from entrance to exit.
I’m not certain how it’s an improvement over DFS, though.
Answering my own musing: it’s implementable as a 2-state cellular automaton, rather than requiring the ~5 states that distributed DFS does. So there’s that.
What comes to my mind is a kind of algorithm for auto-chunking: repeatedly take a dead end and fill it in until the point where it branches off from a hallway or intersection. Eventually you’re left with a single hallway from entrance to exit.
I’m not certain how it’s an improvement over DFS, though.
Answering my own musing: it’s implementable as a 2-state cellular automaton, rather than requiring the ~5 states that distributed DFS does. So there’s that.