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Maze generator & solver · seed-2.0-mini

Generate a random maze with the recursive-backtracker algorithm on a canvas, then animate an A-star or BFS solver finding the path from start to finish.

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user

Generate a random maze with the recursive-backtracker algorithm on a canvas, then animate an A-star or BFS solver finding the path from start to finish.

assistant
thinking
Got it, let's tackle this. First, I need to make a single index.html file with canvas, recursive backtracker maze generation, then A* solver animated.

First, start with the basic HTML structure: doctype, html, head with style, body with canvas, script tag.

First, set up the canvas: make it responsive? Wait no, better to set a fixed size or make it fit the window, but keep it self-contained. Wait, no, let's set width and height to, say, 800x600, but maybe make it adjust? Wait no, better to have the canvas centered, with a container, but actually for simplicity, just make the canvas take most of the window, with some padding.

First, the style: style the body to have no margin, flex display to center the canvas, background color like #222, the canvas background white or dark? Wait, maze lines should be dark, path light. Wait, let's see: recursive backtracker works by carving passages between cells. Each cell has walls: top, right, bottom, left.

First, let's outline the steps:

1. Create a canvas element in HTML, get its context in JS.
2. Define the maze cell class or structure: each cell has x, y, grid coordinates, walls [top, right, bottom, left], visited flag.
3. Set grid dimensions: let's pick cols=40, rows=30? Or adjust based on canvas size. Wait, canvas is 800x600, so cell size would be 20px (800/40=20, 600/30=20, perfect, square cells).
4. Recursive backtracker algorithm steps:
   a. Initialize all cells as unvisited, with all walls present.
   b. Pick a starting cell (usually 0,0), mark as visited, push to stack.
   c. While stack not empty:
      i. Current cell = pop from stack.
      ii. Find unvisited neighbors.
      iii. If any: push current cell back to stack, pick random neighbor, remove the wall between current and neighbor, mark neighbor as visited, push to stack.
5. Then, set start point at (0,0) cell, end point at (cols-1, rows-1) cell.
6. A* algorithm: need to track gCost (distance from start), hCost (heuristic, Manhattan distance), fCost = g + h. For each cell, track parent to reconstruct path.
7. Animate both the maze generation step by step, then the solver step by step. Wait, or first generate the full maze, then animate solving? Or animate generation in real-time, then animate solving. Yeah, better to have both animations.

Wait, but let's structure the JS:

First, variables:
- canvas, ctx
- cols, rows, cellSize
- grid: array of cells
- stack for recursive backtracker
- currentCell during generation
- Then for A*: openSet, closedSet, startNode, endNode, path, etc.

Wait, let's code the cell structure. Each cell can be an object with:
x: canvas x position
y: canvas y position
gridX: x index in grid
gridY: y index in grid
walls: [top, right, bottom, left] (booleans, true means wall exists)
visited: boolean

Wait, function to create the grid: loop over cols and rows, create each cell with walls all true, visited false.

Then, the recursive backtracker: let's have a generate step function that runs each frame, so we can animate the generation. Oh right, instead of generating all at once, animate the carving. So use requestAnimationFrame for the generation loop.

Wait, yes, that's better. So first, the generation loop: each frame, process one step of the recursive backtracker. That way the user sees the maze being built.

Then, once generation is done, start the A* solver animation, again step by step each frame.

Also, draw the maze: for each cell, draw the walls that are present. So for a cell at (gridX*cellSize, gridY*cellSize), draw top wall from (x,y) to (x+cellSize, y), right wall from (x+cellSize, y) to (x+cellSize, y+cellSize), bottom wall from (x+cellSize, y+cellSize) to (x, y+cellSize), left wall from (x, y+cellSize) to (x,y).

Then, for the A* part:
- Manhattan distance heuristic: h = abs(current.gridX - end.gridX) + abs(current.gridY - end.gridY)
- Open set is the set of nodes to be evaluated, closed set is evaluated.
- Start by adding start node to open set.
- While open set not empty:
   - Find the node in open set with lowest fCost. That's current.
   - If current is end node: reconstruct path by backtracking parents.
   - Remove current from open set, add to closed set.
   - For each neighbor (check if the wall between current and neighbor is removed, i.e., no wall, so passage exists):
      - If neighbor is in closed set, skip.
      - Calculate tentative gCost = current.gCost + 1 (since each cell is 1 away from adjacent)
      - If neighbor not in open set, or tentative gCost < neighbor.gCost:
         - Set neighbor.parent = current
         - neighbor.gCost = tentative gCost
         - neighbor.fCost = neighbor.gCost + neighbor.hCost
         - If not in open set, add to open set.
- Once path is found, draw the path animated.

Also, need to reset the grid's gCost, hCost, parent, etc., for each solve. Wait, or create a copy? No, better to add those properties to the cell objects when starting the solve.

Wait, also, highlight start and end: draw a green rectangle at start, red at end.

Let's also add some UI elements? Wait no, the user said single-page web app, self-contained, no external resources. So maybe just the canvas, and maybe a button to regenerate the maze and solve again? Oh, that's a nice touch, but let's see. Wait, but the user just asked for generate maze with recursive backtracker, animate A* solver. So let's include a button that resets everything, generates a new maze, solves it.

Wait, but let's keep it simple first. Let's outline the code:

First, the HTML:
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Maze Generator & A* Solver</title>
    <style>
        body {
            margin: 0;
            display: flex;
            flex-direction: column;
            align-items: center;
            background-color: #1a1a1a;
            font-family: Arial, sans-serif;
            padding: 20px;
        }
        h1 {
            color: white;
            margin-bottom: 10px;
        }
        #canvas {
            border: 2px solid white;
            background-color: #ffffff;
        }
        .controls {
            margin-top: 15px;
            display: flex;
            gap: 10px;
        }
        button {
            padding: 8px 16px;
            font-size: 16px;
            cursor: pointer;
            background-color: #4CAF50;
            color: white;
            border: none;
            border-radius: 4px;
            transition: background-color 0.2s;
        }
        button:hover {
            background-color: #45a049;
        }
    </style>
</head>
<body>
    <h1>Recursive Backtracker Maze + A* Solver</h1>
    <canvas id="canvas" width="800" height="600"></canvas>
    <div class="controls">
        <button id="regenerateBtn">New Maze & Solve</button>
    </div>
    <script>
        // JS code here
    </script>
</body>
</html>

Now the JS part:

First, get canvas and context:
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const btn = document.getElementById('regenerateBtn');

Then set grid parameters:
const CELL_SIZE = 20;
let cols = Math.floor(canvas.width / CELL_SIZE);
let rows = Math.floor(canvas.height / CELL_SIZE);
let grid = [];
let stack = [];
let currentCell;
let generationComplete = false;
let solving = false;
let path = [];

// A* variables
let openSet = [];
let closedSet = [];
let startNode;
let endNode;

Then create the grid:
function setupGrid() {
    grid = [];
    for (let y = 0; y < rows; y++) {
        for (let x = 0; x < cols; x++) {
            const cell = {
                x: x * CELL_SIZE,
                y: y * CELL_SIZE,
                gridX: x,
                gridY: y,
                walls: [true, true, true, true], // top, right, bottom, left
                visited: false,
                // A* properties
                gCost: 0,
                hCost: 0,
                fCost: 0,
                parent: null
            };
            grid.push(cell);
        }
    }
    startNode = getCell(0, 0);
    endNode = getCell(cols - 1, rows - 1);
    currentCell = startNode;
    currentCell.visited = true;
    stack.push(currentCell);
}

Function to get a cell by gridX and gridY:
function getCell(x, y) {
    if (x < 0 || x >= cols || y < 0 || y >= rows) return null;
    return grid[y * cols + x];
}

Function to get unvisited neighbors of a cell:
function getUnvisitedNeighbors(cell) {
    const neighbors = [];
    const top = getCell(cell.gridX, cell.gridY - 1);
    const right = getCell(cell.gridX + 1, cell.gridY);
    const bottom = getCell(cell.gridX, cell.gridY + 1);
    const left = getCell(cell.gridX - 1, cell.gridY);

    if (top && !top.visited) neighbors.push(top);
    if (right && !right.visited) neighbors.push(right);
    if (bottom && !bottom.visited) neighbors.push(bottom);
    if (left && !left.visited) neighbors.push(left);

    if (neighbors.length > 0) {
        // Randomize order
        return neighbors.sort(() => Math.random() - 0.5);
    }
    return [];
}

Function to remove the wall between two cells:
function removeWall(current, neighbor) {
    const dx = current.gridX - neighbor.gridX;
    const dy = current.gridY - neighbor.gridY;

    // current is to the right of neighbor: remove neighbor's right wall, current's left
    if (dx === 1) {
        current.walls[3] = false;
        neighbor.walls[1] = false;
    }
    // current is to the left of neighbor: remove current's right wall, neighbor's left
    else if (dx === -1) {
        current.walls[1] = false;
        neighbor.walls[3] = false;
    }
    // current is below neighbor: remove neighbor's bottom wall, current's top
    else if (dy === 1) {
        current.walls[0] = false;
        neighbor.walls[2] = false;
    }
    // current is above neighbor: remove current's bottom wall, neighbor's top
    else if (dy === -1) {
        current.walls[2] = false;
        neighbor.walls[0] = false;
    }
}

Now the draw function for the maze:
function drawMaze() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    // Draw start and end
    ctx.fillStyle = '#4CAF50';
    ctx.fillRect(startNode.x, startNode.y, CELL_SIZE, CELL_SIZE);
    ctx.fillStyle = '#f44336';
    ctx.fillRect(endNode.x, endNode.y, CELL_SIZE, CELL_SIZE);

    // Draw walls
    ctx.strokeStyle = '#222';
    ctx.lineWidth = 2;
    for (const cell of grid) {
        const x = cell.x;
        const y = cell.y;
        // Top wall
        if (cell.walls[0]) {
            ctx.beginPath();
            ctx.moveTo(x, y);
            ctx.lineTo(x + CELL_SIZE, y);
            ctx.stroke();
        }
        // Right wall
        if (cell.walls[1]) {
            ctx.beginPath();
            ctx.moveTo(x + CELL_SIZE, y);
            ctx.lineTo(x + CELL_SIZE, y + CELL_SIZE);
            ctx.stroke();
        }
        // Bottom wall
        if (cell.walls[2]) {
            ctx.beginPath();
            ctx.moveTo(x + CELL_SIZE, y + CELL_SIZE);
            ctx.lineTo(x, y + CELL_SIZE);
            ctx.stroke();
        }
        // Left wall
        if (cell.walls[3]) {
            ctx.beginPath();
            ctx.moveTo(x, y + CELL_SIZE);
            ctx.lineTo(x, y);
            ctx.stroke();
        }
    }

    // Draw current cell during generation
    if (currentCell && !generationComplete) {
        ctx.fillStyle = 'rgba(255, 235, 59, 0.5)';
        ctx.fillRect(currentCell.x, currentCell.y, CELL_SIZE, CELL_SIZE);
    }

    // Draw open set during solving
    if (generationComplete && solving) {
        ctx.fillStyle = 'rgba(100, 200, 255, 0.3)';
        for (const cell of openSet) {
            ctx.fillRect(cell.x, cell.y, CELL_SIZE, CELL_SIZE);
        }
        // Draw closed set
        ctx.fillStyle = 'rgba(255, 100, 100, 0.2)';
        for (const cell of closedSet) {
            ctx.fillRect(cell.x, cell.y, CELL_SIZE, CELL_SIZE);
        }
    }

    // Draw path
    if (path.length > 0) {
        ctx.strokeStyle = '#FFEB3B';
        ctx.lineWidth = 4;
        ctx.beginPath();
        ctx.moveTo(startNode.x + CELL_SIZE/2, startNode.y + CELL_SIZE/2);
        for (const cell of path) {
            ctx.lineTo(cell.x + CELL_SIZE/2, cell.y + CELL_SIZE/2);
        }
        ctx.lineTo(endNode.x + CELL_SIZE/2, endNode.y + CELL_SIZE/2);
        ctx.stroke();
    }
}

Now the generation loop, animated:
function generationLoop() {
    if (stack.length > 0) {
        currentCell = stack.pop();
        const neighbors = getUnvisitedNeighbors(currentCell);

        if (neighbors.length > 0) {
            const next = neighbors[0];
            stack.push(currentCell);
            removeWall(currentCell, next);
            next.visited = true;
            stack.push(next);
        }
        drawMaze();
        requestAnimationFrame(generationLoop);
    } else {
        generationComplete = true;
        // Start solving after generation is done
        startSolving();
    }
}

Now the A* solving loop:
function getNeighbors(cell) {
    const neighbors = [];
    const top = getCell(cell.gridX, cell.gridY - 1);
    const right = getCell(cell.gridX + 1, cell.gridY);
    const bottom = getCell(cell.gridX, cell.gridY + 1);
    const left = getCell(cell.gridX - 1, cell.gridY);

    // Check if wall between current and neighbor is removed
    if (top && !cell.walls[0]) neighbors.push(top);
    if (right && !cell.walls[1]) neighbors.push(right);
    if (bottom && !cell.walls[2]) neighbors.push(bottom);
    if (left && !cell.walls[3]) neighbors.push(left);

    return neighbors;
}

function startSolving() {
    // Reset A* properties
    for (const cell of grid) {
        cell.gCost = 0;
        cell.hCost = 0;
        cell.fCost = 0;
        cell.parent = null;
    }
    openSet = [startNode];
    closedSet = [];
    path = [];
    solving = true;
    solvingLoop();
}

function solvingLoop() {
    if (openSet.length > 0 && solving) {
        // Find node with lowest fCost
        let lowestIndex = 0;
        for (let i = 0; i < openSet.length; i++) {
            if (openSet[i].fCost < openSet[lowestIndex].fCost) {
                lowestIndex = i;
            }
        }
        let current = openSet[lowestIndex];

        // If current is end node, reconstruct path
        if (current === endNode) {
            let temp = current;
            path.push(temp);
            while (temp.parent) {
                path.push(temp.parent);
                temp = temp.parent;
            }
            path.reverse();
            solving = false;
            drawMaze();
            return;
        }

        // Remove current from openSet, add to closedSet
        openSet.splice(lowestIndex, 1);
        closedSet.push(current);

        // Check neighbors
        const neighbors = getNeighbors(current);
        for (const neighbor of neighbors) {
            if (closedSet.includes(neighbor)) continue;

            const tentativeGCost = current.gCost + 1;
            if (!openSet.includes(neighbor) || tentativeGCost < neighbor.gCost) {
                neighbor.parent = current;
                neighbor.gCost = tentativeGCost;
                neighbor.hCost = Math.abs(neighbor.gridX - endNode.gridX) + Math.abs(neighbor.gridY - endNode.gridY);
                neighbor.fCost = neighbor.gCost + neighbor.hCost;

                if (!openSet.includes(neighbor)) {
                    openSet.push(neighbor);
                }
            }
        }
        drawMaze();
        requestAnimationFrame(solvingLoop);
    } else if (solving) {
        // No path found
        solving = false;
        console.log("No path found");
    }
}

Now add the button handler:
function resetAndStart() {
    generationComplete = false;
    solving = false;
    setupGrid();
    drawMaze();
    generationLoop();
}

btn.addEventListener('click', resetAndStart);

Then initialize everything on page load:
window.onload = resetAndStart;

Wait, let's check for possible issues:

- When we getCell, the index is y*cols +x, right? Because for each row y, there are cols cells, so yes, that's correct.
- The removeWall function: let's test, if current is (x,y) and neighbor is (x+1,y), then dx is -1, so current.walls[1] (right) is false, neighbor.walls[3] (left) is false. Correct, that removes the right wall of current and left wall of neighbor, which is the wall between them.
- The getUnvisitedNeighbors: yes, checks all four directions, returns unvisited ones, shuffled.
- The generation loop: each frame, pops a cell, gets neighbors, if any, pushes back current, picks first neighbor, removes wall, marks as visited, pushes to stack. That's exactly recursive backtracker.
- The A* part: Manhattan distance is correct heuristic, since we can only move in four directions.
- The drawMaze function draws start (green) and end (red) cells, then all walls, then during generation the current cell as yellow highlight, during solving the open set as light blue, closed as light red, then the path as yellow line.
- The button resets everything, makes new maze, solves it.

Wait, but what if the maze is 800x600, cols=40, rows=30, that's 1200 cells, which is fine. The generation loop will run smoothly, since each frame does one step.

Wait, let's test the cell size: 800 /20 =40, 600/20=30, yes, exactly fits the canvas.

Wait, also, the line width for walls is 2, which is good, not too thick. The path line is 4, which is visible.

Also, the controls button is there, so user can generate new mazes.

Wait, let's check if the path is drawn correctly: yes, it connects the center of each cell in the path, so the yellow line goes through the middle of each path cell, which looks good.

Another thing: when the solving is done, the path is reversed? Wait no, because we start from endNode, push to path, then go to parent, then reverse at the end. Let's see: current is endNode, push to path, then temp.parent is previous, push, etc., so path is [end, ..., start], then reverse to [start, ..., end], then when drawing, we move to start's center, then line to each cell in path, which is correct.

Wait yes, in the code: path.push(temp) when current is end, then while temp.parent, push, then path.reverse(). So path is ordered from start to end. Then in drawMaze, we move to start's center, then line to each cell in path, which is correct.

Wait, let's see: startNode is (0,0), so start.x=0, start.y=0, so start.x + CELL_SIZE/2 is 10, same for y, so the first point is (10,10). Then each cell in path has x + CELL_SIZE/2, y + CELL_SIZE/2, so the line connects all the centers, which is perfect.

Another thing: during solving, the openSet and closedSet are drawn as semi-transparent rectangles, so the user can see which nodes are being evaluated. That's a nice touch.

Now, let's put all this together into the index.html file. Wait, but let's make sure that all code is self-contained, no external resources. Yes, all CSS is in style tag, JS is in script tag, canvas is inline, no external images, fonts, etc.

Wait, the font for the h1 is Arial, which is a web-safe font, so that's fine.

Wait, let's check for any errors: for example, when grid is reset, setupGrid() reinitializes all cells, stack is reset, currentCell is startNode, etc. Correct.

Another thing: when generation is complete, we call startSolving(), which resets the A* properties for all cells, initializes openSet with startNode, closedSet empty, then starts solvingLoop(). Correct.

What if there's no path? Well, with recursive backtracker, the maze is a perfect maze, so there's exactly one path from start to end, so we don't have to worry about no path. Oh right! Recursive backtracker generates a spanning tree, so exactly one path between any two cells, so the solver will always find a path. That's good.

Wait, let's confirm: yes, recursive backtracker creates a maze with no cycles, so it's a tree, so exactly one path between start and end. So the solver will always find a path.

Great. Now, let's write the full index.html file with all this code.

Wait, let's make sure that the canvas is correctly sized. Wait, if the window is resized? But the user didn't ask for responsive, but the current code uses fixed width 800, height 600. That's okay, we can leave it as is.

Another thing: the body has padding 20px, so the canvas is not right against the edge. Correct.

Now, let's write the complete code:
write /tmp/ws/index.html (10836 bytes)
toolResult

Successfully wrote 10836 bytes to /tmp/ws/index.html

assistant
thinking
Great, the file was written successfully. Now I should confirm that the file is present and working, but wait, just let the user know that the index.html file has been created, and it's a self-contained web app that generates a maze with recursive backtracker, animates the solving with A* algorithm, with a button to generate new mazes.

Perfect! I've created the self-contained `index.html` file in the current directory. This app: 1. Uses the recursive-backtracker algorithm to generate the maze with an animated carving process 2. Uses the A* pathfinding algorithm to solve the maze, showing the open/closed node sets during solving 3. Includes a "New Maze & Solve" button to regenerate a new maze and solve it 4. Is fully sandboxed with no external resources, all code is inline CSS and JS in one file. You can open `/tmp/ws/index.html in any modern web browser to use it!

TAKE IT TO CODE

A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.

RUN

modelseed-2.0-mini
vendorByteDance · Seed
harnesspi-agent
generated2026-08-01

EVALUATION

4/5 working

Recursive-backtracker maze generates and animates a yellow solver dot; WASD shows pink path trace exploration.

Vision grade · anthropic/claude-sonnet-5

MEASUREMENTS

Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.

idle motion0.3%
on click4.5%
on drag3.4%
on wheel9.6%
on enter + space1.9%
on arrow keys0.7%
on w/a/s/d4.7%
frame spread102.5 / 255
console errors0
js errors none

METRICS

runtime60.3s
tokens in12k
tokens out8.7k
cached1.6k
cost / run$0.0045