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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing Mazes for 2D Games by Artificial Ant Colony Algorithm</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dawid Połap</string-name>
          <email>Dawid.Polap@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Mathematics Silesian University of Technology Kaszubska 23</institution>
          ,
          <addr-line>44-100 Gliwice</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <fpage>108</fpage>
      <lpage>114</lpage>
      <abstract>
        <p>-In this paper a novel approach to designing boards for 2D games is proposed. The author proposes a solution based on application of Computational Intelligence to create mazes used for entertainment like ”find the exit games” or as an environment for other popular 2D games. The use of Computational Intelligence in the form of adapting the behavior of ants to build roads in the map is based on the phenomenon of leaving pheromones while searching for the source of the food. In order to adapt the algorithm to create mazes, author presents the march of the queen as a condition for stopping the algorithm. Experiments have been performed on various shape and dimensions of mazes, to prove effectiveness and speed of the presented method and its many advantages.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Nowadays, CI is in its heyday. Computational Intelligence
(CI) methods are used in almost every field of Information
Science. Behind this success is an innovation, speed of action
or simplicity of implementing and multifarious adaptability.
For instance, in [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ], [22], [
        <xref ref-type="bibr" rid="ref20">23</xref>
        ] presented the application of
various methods of Evolutionary Computation for finding
keypoints on 2D images for classification and recognition purpose
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In [30], the authors proposed a novel approach to
automatic medical signal diagnosis. Their research showed that
CI solutions can be used to retrieve missing or incomplete
medical data and used as a training set in neural network to
recognize health threats. In [39] presented the use of CI
methods to create a classifier analysing employees to form work
groups using a probabilistic neural network. Again in [
        <xref ref-type="bibr" rid="ref23">26</xref>
        ],
[31] described the use of swarm intelligence algorithms in the
positioning and queuing systems through the use of dedicated
fitness function. In [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] presented a new adaptive technique for
image compression which uses a Discrete Wavelet Transform
and Radial Basis Function Neural Networks [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Again, in [
        <xref ref-type="bibr" rid="ref17">19</xref>
        ], CI methods is used for graphics processing
such as image edge detection, in [42] showed using CI and
histograms for image segmentation and in [
        <xref ref-type="bibr" rid="ref21">24</xref>
        ] described the
application of firefly algorithm and cuckoo search algorithm
in multilevel image thresholding. The authors [17] showed
application of an evolutionary algorithm for finding the optimal
scaling factors in digital image watermarking. CI algorithms
find their utility also in image compression algorithms (see
[41], where the authors compare different heuristic algorithms
used to vector quantization). In games CI has various
applications, i.e. [36] proposed general game playing player which
is based on selecting the most attractive strategy for spesific
Copyright c 2016 held by the authors.
game, in [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ] described an attempt at the implementation an
agent based on tree search methods. Interesting topic in which
CI found considerable application is assessment the playability
of games eg.: [
        <xref ref-type="bibr" rid="ref31">27</xref>
        ], [40].
      </p>
      <p>
        Logic puzzles are an integral part of entertainment which
find place in various newspapers, magazines and even mobile
applications or web pages. These types of tasks are to find a
solution or answer by using reasoning based on knowledge or
intuition. In [35], the authors describe two directions of game
design courses. Depending on the specific objectives of the
puzzle, the solution may require time and patience. The main
purpose of such puzzles is not only entertainment but also
teaching by increase our knowledge and stimulate curiosity.
For example, in the case of crossword puzzle, the purpose is to
find the hidden password. Another example is the maze. Maze
is a system constructed of many different paths of which only
a few lead to the exit. The problem is to find the way through
the maze from entrance to the exit. Besides the obvious use
of mazes as riddle, it has also many applications in games
of all kind. For instance, in 2D games like Pacman, where
each level is another board. The board in such a game is
nothing but a maze, where some rules were assumed during
the construction of the board. The authors [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] introduced
a new concept in robot-maze solving, where they presented
the use of Modified Following Wall Navigation algorithm to
navigate its way in virtual mazes. Similarly, the crossword
puzzles are some kind of mazes. The creation of the generator
allow us to create an infinite number of different combinations
of mazes. As a result, it could become an additional mine of
different environment for many games. For instance, in [
        <xref ref-type="bibr" rid="ref26">29</xref>
        ]
several algorithms for designing mazes based on images were
presented. The increased interest in the game Pacman among
researchers and computer users brought back the era of Arcade
Games that after many years return, but in a computerized
form, resulting in greater demand for new game levels (most
of these games uses simple boards like mazes) and artificial
intelligence engines to improve the quality of the game. For
example in [9], [
        <xref ref-type="bibr" rid="ref19">21</xref>
        ], [34], the authors describes a learning
version of Pacman game using different methods ie.: artificial
neural networks supporting a mathematical models (as in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]). The authors [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] used a genetic algorithm for procedural
generation of levels for platform games, and in [37] introduced
an evaluation platform for general agents called the Arcade
Learning Environmnet.
      </p>
      <p>A. A brief history of mazes and their applications</p>
      <p>First mazes appeared in ancient times the mythical
labyrinth of King Minos is one of the most well-known.
According to Cretan myths, labyrinth was designed by Daedalus
to hide the Minotaur, which was a child of Kings wife and a
bull. The monster was killed by Theseus who entered the maze
and escaped through the abandoned thread. To the present day,
there are no records about the shape of the maze but many
researches identify a maze with caves in Gortyna in Crete.
Another well-known labyrinth is the Great Labyrinth in Egypt
which was built for 365 years. According to the records of the
Greek historian Herodotus, labyrinth was a structure built on
two levels, stretching for over 25 kilometers with many moving
walls. Currently, archaeologists are looking for the remains of
mazes, but it is difficult because it is believed that they are
hidden under the 20-meter layer of sand (see [38]).</p>
      <p>Besides buildings, mazes are very often used as a motif in
art. For example, the Romans create mosaic labyrinths and vase
painting. In the Gothic era, labyrinths appeared in churches
and cathedrals, mainly in the form of floor of the nave. It was
believed that the passage through the maze replaces the long
pilgrimage.</p>
      <p>Furthermore, hedgerow structures are built as mazes from
Renaissance to the present day. The purpose of creating such
mazes was primarily aesthetics and beauty of the gardens.
Another advantage was the ability to search hidden items
such as fountains placed in the middle of maze. Nowadays,
labyrinths are used only in various games and aesthetic motifs.</p>
      <sec id="sec-1-1">
        <title>B. Basics of designing mazes</title>
        <p>Designing the maze requires a few basic rules that should
be followed during its creation. At the beginning, it is
necessary to choose the size of the maze, shape (i.e.: square,
rectangular), the number of entrances/exists and their locations.
Then, create a maze. An important aspect is the difficulty of
navigating a maze that will define blind alleys and winding
roads.</p>
        <p>
          One of the most known approaches to create mazes is to
apply graph theory. In [
          <xref ref-type="bibr" rid="ref30">33</xref>
          ], the author presents the greedy
algorithm, which seeks tree containing vertices of the smallest
weight. Kruskals algorithm is used to create labyrinths using
the set of points and weights. In [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ], the authors showed
algorithm called Hunt-and-Kill maze generating algorithm, which
works by carvings the walls. The algorithm randomly moves
from one cell to the neighboring one and removes the wall on
the basis of assumptions. Another methods is shown in [28]
which creates mazes based on a rectangular black-and-white
raster image. For comparison, in [
          <xref ref-type="bibr" rid="ref12">13</xref>
          ] presented an algorithm
based on steganographic method which is an improved version
of the algorithm presented in [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ]. The described improvement
is to consider multipaths to gain embedding capacity.
        </p>
        <p>In this paper, I would like to present an alternative method
for creating mazes based on Computational Intelligence. CI is
considered as a modified version of the heuristic algorithm
Artificial Ant Colony Algorithm.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>ARTIFICIAL ANT COLONY ALGORITHM</title>
      <sec id="sec-2-1">
        <title>A. Artificial Ant Colony Algorithm</title>
        <p>
          Artificial Ant Colony Algorithm (AACA) maps behavior
of ants while searching for the source of food. One of the
first version of AACO was presented in [
          <xref ref-type="bibr" rid="ref18">20</xref>
          ] and [
          <xref ref-type="bibr" rid="ref22">25</xref>
          ] for
optimization purpose.
        </p>
        <p>Ants move randomly leaving a pheromone. Left
pheromones create a trail of the pheromones that allows
an access to the sought source of food. If the food is found
by an ant, the ant returns home leaving the larger trail of the
pheromone. As a result, another ants will be able to reach the
source because the ant decides on its movement by choosing
the place where the level of pheromones is significant.</p>
        <p>At the beginning, the level of pheromone is everywhere
the same. Then, after starting a new iteration it is updated in
accordance with
f t+1(xi; xj) = (1
)f t(xi; xj) +
it;
where means evaporation rate, t is the number of iterations
and n is the number of insects in population that must come
to an ant xi over it distance, which is defined as
it = Xn 1
i=1 Litj ;
(1)
(2)
where Litj is the length of the road from ant i to ant j. The path
length Lij between the two ants i and j located at the points
condition is to obtain road from the entry point to the exit
point located on the other side of the maze.
xj k = tuX(xi;k
k=1
xj;k)2;
(3)
where xi and xj are points in R R space, xi;k; xk;j -k-th
components of the spatial coordinates xi and xj representing
ants.</p>
        <p>In each iteration, each ant xi selects a road. The probability
of choosing the road to the ant xj is calculated by
(4)
(5)
pt(xi; xj) =</p>
        <p>[f t(xi; xj)] h L1itj i
P 2Nik [f t(xi; x )]
h 1 i ;</p>
        <p>Lt
i
where Nik is a set of unvisited places by ant k but leading to
i and is the impact of left pheromones.</p>
        <p>The movement of ant xi is based on the selection of path
with the best probability to the ant xj . It may be represented
as the following equation
xt+1 = xit + sign(xit(ind(t))
i
xit);
where ind(t) is an array of neighbor indices after sort. In
practice, each ant can move in one of eight directions where
the pheromone level is the highest.</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. AACA adapted to generate mazes</title>
        <p>In each iteration, the ants move in search of food which
represents the exit of the maze. Each ant strives to find a way
out, which is created at random on one of the walls in the initial
phase of the algorithm. This exit is marked by increasing the
value of pheromones. Such adaptation algorithm allows us to
create an array of pheromones, which will represent the maze.
For each value of the array of pheromones a corresponding
function is adopted
(y) =
y 2 ( ; 1i
y 2 h0; ) empty space
walls
;
(6)
where y is the value of the pheromone, is a parameter
denoting a minimum value for which formed the wall. In
order to create more complicated maze, we can add parameter
r which means the number of random alleys. The parameter
is the amount of the walls, which also will be removed. For
example, for the number 1 in the array of pheromones it means
four walls. If the value r is greater than 0, there it is 50%
chance that one of the walls does not create. The entire process
takes place in a random way depending on the value of the
r. Again the value is 0 and the walls are removed but only
those that are adjacent to the same value. Visualization of the
process is shown in Fig. 1. A complete algorithm is described
in Algorithm 2.</p>
      </sec>
      <sec id="sec-2-3">
        <title>C. The march of the Queen</title>
        <p>
          In order to generate a maze, stop condition must be
modified. In [
          <xref ref-type="bibr" rid="ref16">18</xref>
          ], the authors selected number of iterations,
again in [32] accuracy of the obtained solution was chosen as
a condition for the end of the algorithm. Modification of stop
        </p>
        <p>At the end of each iteration, the queen tries to go through
the created maze to evaluate the work of its colonies. If the
queen finds a way out of the maze, it means that she is satisfied
with the work of ants and this part of the algorithm is done.
Otherwise, the next iteration of the algorithm starts because
the ants did not manage to build a road. While searching for
a way out, the queen moves according to the Cartesian metric
defined in (3). The queen movement is prevented through the
crossing on the diagonal by the following condition
Lij = 1:
(7)</p>
        <p>In addition, area with the wall is deleted before choosing it
in the march of the queen. The algorithm with a stop condition
is shown in Algorithm 1.</p>
        <p>Algorithm 1 The march of the Queen
1: Start,
2: Create an array of pheromones in accordance with (6),
3: Find all the entrances to the maze,
4: for each entry to the maze do
5: while there is no other movement do
6: Find neighboring fields,
7: Remove fields in a row, in which the Queen was in
the previous step,
8: for each neighboring fields do
9: if equation (7) is not true or the field is a wall then
10: Delete field,
11: end if
12: end for
13: Select at random one of the existing movements,
14: end while
15: if the last field is one of the entrances then
16: End of the algorithm - there is a way out of the maze,
17: end if
18: end for
19: End of the algorithm - there is no way out of the maze,
20: Stop.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>III. EXPERIMENTS</title>
      <p>Tests were performed to create different mazes using
AACA. Results were examined in velocity and correctness.
Research carried out for mazes are presented in the form of
a square (see Fig. 2 and Fig. 5) and rectangular (see Fig. 4),
where the following parameters were applied
for square maze
= 0; 3,
= 0:3,
= 0:5, r = 15;
for rectangular maze - n = 20,
= 0:5, r = 40.
= 0; 3,
= 0:3,</p>
      <p>The Fig. 4 shows generated mazes depending on the
number of indiviuals in the population. The results show a
correlation between the amount of ants and the quality of maze
- the more ants, the more winding roads and consequently
maze became too trivial. For this reason, the number of ants
should fulfill the following condition
n2 &lt; S;
(8)
(a) n = 3
(b) n = 4
(d) n = 6
(e) n = 7
(f) n = 8
(g) n = 9
(h) n = 10</p>
    </sec>
    <sec id="sec-4">
      <title>9 and exits are located in the</title>
      <p>where n is the number of ants and S means the value of the
area of the maze.</p>
      <p>During each test, 1000 measurements were performed.
Each of the resulting mazes was different from the other, which
leads to the conclusion that uniqueness was obtained. In
addition, the measurements of labyrinths create time depending on
the value of the field area are considered. Time measurements
were averaged using the arithmetic mean and the results are
shown in Fig. 3. Based on the chart, creating a large maze
does not require a lot of time but the greater area of the maze,
the more time is needed to construct.</p>
      <p>IV.</p>
      <p>CONCLUSIONS</p>
      <p>In the research, tests were performed on multiple mazes in
terms of different combinations of inputs. The results showed
that Artificial Ant Colony Algorithm can create mazes that may
serve as boards for 2D games. Even with large dimensions,
the algorithm creates labyrinths in various configurations very
quickly, what is the effect of the application of the additional
algorithm as a condition for stopping the algorithm. Large
randomness of AACA provides an additional advantages, which
is uniqueness for the same input data.</p>
      <p>
        This paper presents an alternative method to the existing
algorithms ([
        <xref ref-type="bibr" rid="ref12">13</xref>
        ], [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ], [28], [
        <xref ref-type="bibr" rid="ref30">33</xref>
        ]) designed to create mazes of
different sizes. In addition to the aforementioned advantages,
an important aspect is the quality of generated mazes. Quality
can be called the amount of fun while searching for a solution.
Unfortunately, it is immeasurable from a mathematical point
of view. The quality can also be understood as the size and
number of winding roads that make it difficult to find a way
out. In this case, the proposed algorithm allows the user to
control the quality of the mazes through a number of input
parameters.
      </p>
      <p>Algorithm 2 AACA to create mazes
1: Start,
2: Define all coefficients: n size of workers population,
impact of left pheromones, evaporation rate, the
minimum value of the pheromone, r number of random
alleys,
3: Create array with values and two different exits,
4: while the queen does not pass the entire maze do
5: Update pheromone values using (1),
6: Calculate distances between worker ants (3),
7: Calculate possible path to follow by worker i to location
j pt(xi; xj) using (4),
8: Determine the best position to follow,
9: Move population of workers using (5),
10: end while
11: Calculate the value of pheromone according to (6),
12: Create a bitmap I ,
13: for each value v of pheromone do
14: if v is 1 then
15: if r &gt; 0 then
16: if random value is less than 0:5 then
17: Create a wall.
18: end if
19: else
20: Create a wall.
21: end if
22: else
23: for each neighbor of v do
24: if neighbor is 1 then
25: Create a wall.
26: end if
27: end for
28: end if
29: end for
30: Stop.
[9] M.A. Khenissi, F. Essalmi and M. Jemni, “A learning version of Pacman
game,” Information and Communication Technology and Accessibility
(ICTA), 2013 Fourth International Conference on, pp. 1–3, 2013.
40 maze generated by the algorithm for n = 35.</p>
      <p>Processing (ICCWAMTIP), 2014 11th International Computer
Conference on, pp. 209–213, 2014.</p>
    </sec>
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