Maze automatic solution

This project has mazes to solve and tools to create mazes. The Level_1 world has two mazes. Use the arrow keys to move through the mazes. Complete the first maze and you are transported to the second maze automatically. Note that the down arrow moves that agent backward from the direction it is currently facing, rather than turning the agent 180 degrees. In the first maze, you can use the F key to toggle between birds-eye view and first-person view, so that you can see the entire maze and your position. In the second maze, switching to birds-eye view still shows the first maze so you cannot see where you are in the second maze. The Maze_27x48 world also uses the arrow keys to move through the maze and the F key to toggle between birds-eye and first-person views. There is also an automatic seeking mode which can be toggled with the T key. This disables the arrow keys and uses hill-climbing to move through the maze to seek the goal automatically. The @Step simulation property controls the speed of movement. The @Seek simulation property controls the movement mode (0=manual, 1=automatic), and is toggled by the T key. The @Build_Mode simulation property allows construction of a new maze of either kind, when set to 1. There are two methods of construction, manual and automatic. In manual mode, use the hand tool on a Floor or Smart_Floor agent to build a three-wall-agent wall. Use the hand tool on a wall to remove it. The Traveler, Floor and Goal agents are used for the first kind of world. The Seeker, Smart_Floor and Scented_Goal agents are used for the second kind of world. The Wall agent is used in both kinds of worlds. The Controller and Build_Control agents allow toggling between seeking modes and construction modes, respectively, via the hand tool. You can use the Controller to determine if a path exists between the Scented_Goal and the position in which to place the Seeker agent. Place the Controller in that space, place the Scented_Goal in the desired space. Start the simulation and tap the Controller with the hand tool. Once diffusion is completed, the Controller will display a message indicating whether there is a path between the Scented_Goal and the current position of the Controller. Once a path is declared to exist, reload the world, erase the Controller, and place the Seeker in its place. Automatic construction uses the Monitor agent and shift-hand tool to broadcast to the Smart_Floor agents to build a maze, based on the @Pct_1 through @Pct_3 percentages. Each tap of the shift-hand tool on the Monitor adds more wall agents. Note that this is only a single layer of walls. At any time, tap with the hand tool on the Monitor to determine if there is a path. If one exists, you can continue construction. If not, use the shift-alt (shift-option) hand tool on the monitor to back up a construction cycle as many times as is necessary, alternating testing for a path. Note that between construction and de-construction you need to toggle the @test_mode simulation property by tapping the Monitor with the un-modified hand tool. You can observe the simulation properties window to ensure settings are proper. In automatic mode, once you complete the construction, tap one more time on the monitor with the hand tool to reset floor agent attributes to zero and @test_mode to zero. Then erase the Monitor agent, replace it with the Traveler or Seeker, as desired. Then press the A key once to add a double layer of wall agents on each existing wall agent. Save the world in the desired birds-eye or first person view. Remember to reload the world afterward to ensure the Simulation properties are restored to their non-construction mode. The error message about the exponential function appears to be a spurious message!
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Created:July 19, 2015
Played:196
Agent:10
Rules:82
Methods:38
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This project has mazes to solve and tools to create mazes. The Level_1 world has two mazes. Use the arrow keys to move through the mazes. Complete the first maze and you are transported to the second maze automatically. Note that the down arrow moves that agent backward from the direction it is currently facing, rather than turning the agent 180 degrees. In the first maze, you can use the F key to toggle between birds-eye view and first-person view, so that you can see the entire maze and your position. In the second maze, switching to birds-eye view still shows the first maze so you cannot see where you are in the second maze. The Maze_27x48 world also uses the arrow keys to move through the maze and the F key to toggle between birds-eye and first-person views. There is also an automatic seeking mode which can be toggled with the T key. This disables the arrow keys and uses hill-climbing to move through the maze to seek the goal automatically. The @Step simulation property controls the speed of movement. The @Seek simulation property controls the movement mode (0=manual, 1=automatic), and is toggled by the T key. The @Build_Mode simulation property allows construction of a new maze of either kind, when set to 1. There are two methods of construction, manual and automatic. In manual mode, use the hand tool on a Floor or Smart_Floor agent to build a three-wall-agent wall. Use the hand tool on a wall to remove it. The Traveler, Floor and Goal agents are used for the first kind of world. The Seeker, Smart_Floor and Scented_Goal agents are used for the second kind of world. The Wall agent is used in both kinds of worlds. The Controller and Build_Control agents allow toggling between seeking modes and construction modes, respectively, via the hand tool. You can use the Controller to determine if a path exists between the Scented_Goal and the position in which to place the Seeker agent. Place the Controller in that space, place the Scented_Goal in the desired space. Start the simulation and tap the Controller with the hand tool. Once diffusion is completed, the Controller will display a message indicating whether there is a path between the Scented_Goal and the current position of the Controller. Once a path is declared to exist, reload the world, erase the Controller, and place the Seeker in its place. Automatic construction uses the Monitor agent and shift-hand tool to broadcast to the Smart_Floor agents to build a maze, based on the @Pct_1 through @Pct_3 percentages. Each tap of the shift-hand tool on the Monitor adds more wall agents. Note that this is only a single layer of walls. At any time, tap with the hand tool on the Monitor to determine if there is a path. If one exists, you can continue construction. If not, use the shift-alt (shift-option) hand tool on the monitor to back up a construction cycle as many times as is necessary, alternating testing for a path. Note that between construction and de-construction you need to toggle the @test_mode simulation property by tapping the Monitor with the un-modified hand tool. You can observe the simulation properties window to ensure settings are proper. In automatic mode, once you complete the construction, tap one more time on the monitor with the hand tool to reset floor agent attributes to zero and @test_mode to zero. Then erase the Monitor agent, replace it with the Traveler or Seeker, as desired. Then press the A key once to add a double layer of wall agents on each existing wall agent. Save the world in the desired birds-eye or first person view. Remember to reload the world afterward to ensure the Simulation properties are restored to their non-construction mode. The error message about the exponential function appears to be a spurious message!
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