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Maze generator & solver · gpt-6.1-terra

Output generated Cost / run $0.0350 Runtime 75.9s

Prompt for this run

Build a maze generator and solver visualization on a canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Generate a 25 by 15 cell rectangular maze using randomized recursive backtracking. All cells must be reachable, with exactly one simple path between any pair of cells. - Use the upper-left cell as Start and lower-right as Finish. Draw cell walls clearly and animate generation so carving progress is visible. - After generation finishes, animate either BFS or A-star exploring the maze, then highlight the complete path from Start to Finish. The path must cross only open passages. - Provide New Maze and Replay Solver. New Maze cancels the previous animation and generates a fresh maze; Replay Solver uses the existing maze without changing its walls. - Mark start, finish, exploration, and solution with distinguishable styles and a short legend. Verify: Inspect maze-carving progress and request New Maze while animation is active. Check that the new generation replaces the previous view cleanly. If the solver starts during inspection, check that its visible steps follow open passages.

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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

modelgpt-6.1-terra
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-26

METRICS

runtime75.9s
tokens in86k
tokens out5.6k
cached55k
cost / run$0.0350
Transcript · 19 messages
system

user

Build a maze generator and solver visualization on a canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Generate a 25 by 15 cell rectangular maze using randomized recursive backtracking. All cells must be reachable, with exactly one simple path between any pair of cells. - Use the upper-left cell as Start and lower-right as Finish. Draw cell walls clearly and animate generation so carving progress is visible. - After generation finishes, animate either BFS or A-star exploring the maze, then highlight the complete path from Start to Finish. The path must cross only open passages. - Provide New Maze and Replay Solver. New Maze cancels the previous animation and generates a fresh maze; Replay Solver uses the existing maze without changing its walls. - Mark start, finish, exploration, and solution with distinguishable styles and a short legend. Verify: Inspect maze-carving progress and request New Maze while animation is active. Check that the new generation replaces the previous view cleanly. If the solver starts during inspection, check that its visible steps follow open passages.

assistant
thinking
**Designing a dark dashboard**

I need to implement a polished dark dashboard that includes a main canvas, controls, status, metrics, and a legend. The canvas should be responsive and high DPI, and I’m considering animation generation to be visible for about 8 seconds, with solving taking around 4 seconds. I’ll ensure proper cancellation via requestAnimationFrame and track the time progression. For maze generation, I’m looking at a depth-first search stack with specifics on speed and steps per second. I should disable replay controls during generation and include visual history for visited areas.
→ write index.html (15660 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking
→ browser {"action":"inspect","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":[],"dom":"MAZE LAB\n AN INTERACTIVE EXPLORATION\nA LITTLE EXERCISE IN FINDING YOUR WAY\nEvery path has a story.\n\nWatch a maze come to life, then find the way through it.\n\nReplay Solver\nNew Maze\nTHE MAZE\nA new route, every time\nCARVING\n25 × 15 grid   /   375 cells\nSTART AT THE TOP LEFT   ↗   FINISH AT THE BOTTOM RIGHT\nCURRENT STATUS\nGenerating maze\n\nCarving passages, one cell at a time.\n\nCells carved\n39 / 375\nTHE DETAILS\nGrid size\n25 × 15\nCells visited\n0\nPath length\n—\nAlgorithm\nBFS\nMAP KEY\nStart\nFinish\nExplored\nSolution path\nWall\nHow it works\nRecursive backtracking creates the maze. Breadth-first search finds the way out.\nMADE FOR THE CURIOUS MIND\nONE MAZE. INFINITE POSSIBILITIES.","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":1104,"y":210,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":[],"dom":"MAZE LAB\n AN INTERACTIVE EXPLORATION\nA LITTLE EXERCISE IN FINDING YOUR WAY\nEvery path has a story.\n\nWatch a maze come to life, then find the way through it.\n\nReplay Solver\nNew Maze\nTHE MAZE\nA new route, every time\nCARVING\n25 × 15 grid   /   375 cells\nSTART AT THE TOP LEFT   ↗   FINISH AT THE BOTTOM RIGHT\nCURRENT STATUS\nGenerating maze\n\nCarving passages, one cell at a time.\n\nCells carved\n20 / 375\nTHE DETAILS\nGrid size\n25 × 15\nCells visited\n0\nPath length\n—\nAlgorithm\nBFS\nMAP KEY\nStart\nFinish\nExplored\nSolution path\nWall\nHow it works\nRecursive backtracking creates the maze. Breadth-first search finds the way out.\nMADE FOR THE CURIOUS MIND\nONE MAZE. INFINITE POSSIBILITIES.","images":"attached"}

assistant
thinking
**Evaluating animation transitions**

I'm thinking about how the progress animation transition shows an old width that's temporarily acceptable. I wonder if I should wait for solver inspection through a bash sleep command running in parallel, but there's something about browser action motion that feels like it has an unspecified duration. Maybe I should just go ahead and use bash sleep for 7 seconds to see if that helps. Let's explore this further!
→ bash {"command":"sleep 7","timeout":10}
toolResult

(no output)

assistant
→ browser {"action":"inspect","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":[],"dom":"MAZE LAB\n AN INTERACTIVE EXPLORATION\nA LITTLE EXERCISE IN FINDING YOUR WAY\nEvery path has a story.\n\nWatch a maze come to life, then find the way through it.\n\nReplay Solver\nNew Maze\nTHE MAZE\nA new route, every time\nTRACING\n25 × 15 grid   /   375 cells\nSTART AT THE TOP LEFT   ↗   FINISH AT THE BOTTOM RIGHT\nCURRENT STATUS\nTracing the path\n\nThe finish is found. Connecting the route.\n\nCells explored\n329 / 375\nTHE DETAILS\nGrid size\n25 × 15\nCells visited\n329\nPath length\n192\nAlgorithm\nBFS\nMAP KEY\nStart\nFinish\nExplored\nSolution path\nWall\nHow it works\nRecursive backtracking creates the maze. Breadth-first search finds the way out.\nMADE FOR THE CURIOUS MIND\nONE MAZE. INFINITE POSSIBILITIES.","images":"attached"}

assistant
thinking
**Considering visual issues**

I’m noticing a potential issue where the dark gaps between colored cells in the grid might look like walls, but the walls are light. I think it might create confusion visually. I should definitely test this and replay it to see how it looks and if it needs adjustment. I want to ensure the design is clear for users, so checking it out is essential! Let’s find out if this needs a fix.
→ browser {"action":"click","x":955,"y":211,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":[],"dom":"MAZE LAB\n AN INTERACTIVE EXPLORATION\nA LITTLE EXERCISE IN FINDING YOUR WAY\nEvery path has a story.\n\nWatch a maze come to life, then find the way through it.\n\nReplay Solver\nNew Maze\nTHE MAZE\nA new route, every time\nSOLVING\n25 × 15 grid   /   375 cells\nSTART AT THE TOP LEFT   ↗   FINISH AT THE BOTTOM RIGHT\nCURRENT STATUS\nFinding the way\n\nExploring open passages with breadth-first search.\n\nCells explored\n6 / 375\nTHE DETAILS\nGrid size\n25 × 15\nCells visited\n6\nPath length\n—\nAlgorithm\nBFS\nMAP KEY\nStart\nFinish\nExplored\nSolution path\nWall\nHow it works\nRecursive backtracking creates the maze. Breadth-first search finds the way out.\nMADE FOR THE CURIOUS MIND\nONE MAZE. INFINITE POSSIBILITIES.","images":"attached"}

assistant
thinking
**Evaluating report note**

I think the report note is good, though it’s pretty brief and not exhaustive. The user might be asking about how to replace the previous view neatly after a reset. It seems like the visual progress bar looks stale due to the transition. Maybe I should consider removing the transition altogether to ensure the reset appears clean. It’s worth thinking about, as clarity is so important for the user experience!
→ edit {"path":"index.html","edits":[{"oldText":".progress span{display:block;height:100%;width:0;background:var(--green);transition:width .15s}","
toolResult

Successfully replaced 1 block(s) in index.html.

assistant
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":[],"dom":"MAZE LAB\n AN INTERACTIVE EXPLORATION\nA LITTLE EXERCISE IN FINDING YOUR WAY\nEvery path has a story.\n\nWatch a maze come to life, then find the way through it.\n\nReplay Solver\nNew Maze\nTHE MAZE\nA new route, every time\nCARVING\n25 × 15 grid   /   375 cells\nSTART AT THE TOP LEFT   ↗   FINISH AT THE BOTTOM RIGHT\nCURRENT STATUS\nGenerating maze\n\nCarving passages, one cell at a time.\n\nCells carved\n29 / 375\nTHE DETAILS\nGrid size\n25 × 15\nCells visited\n0\nPath length\n—\nAlgorithm\nBFS\nMAP KEY\nStart\nFinish\nExplored\nSolution path\nWall\nHow it works\nRecursive backtracking creates the maze. Breadth-first search finds the way out.\nMADE FOR THE CURIOUS MIND\nONE MAZE. INFINITE POSSIBILITIES.","images":"attached"}

assistant

Created `index.html`. Checked maze carving, New Maze during animation, solver exploration, and Replay Solver. The browser console showed no errors. Maze connectivity and path validity were not exhaustively tested.