Mazes and Other Route-Finding Puzzles


To solve a route-finding puzzle, one must navigate a traveler piece (sometimes one's whole body - or maybe just a fingertip...) through a pre-established network of routes, from some starting point to some goal point, perhaps obeying some rules or constraints along the way. Usually the challenge is to find any route, but sometimes one must find the shortest route among many.

The difficulty of route-finding puzzles lies in the confusing complexity of the network, which will usually present many choices and dead-ends, and in some cases loops. This is different from a route-building puzzle, where the network is not pre-established (or at least does not appear to be), but must be constructed from some kind of units (often tiles depicting route segments), according to some rules (often edge-matching constraints), as play progresses. The route-finding class is a subclass of Sequential Movement type puzzles, since where you can go depends on where you've been - i.e. current state options depend on prior state actions.

When discussing and analyzing route-finding puzzles, it is useful to employ notions and terminology from graph theory. A graph, or network, can be described by defining a set of nodes (also known as vertices) and paths (also known as edges or arcs) each of which connects two nodes. (If an edge connects more than two nodes, you're talking about a hypergraph, which we won't discuss here.) The paths do not intersect, otherwise that would define a new node. The degree of a node is the number of edges connected to it, and can be odd or even depending on the sum. Sometimes paths are one-way - then the graph is a directed graph or digraph.

A graph is connected when all the vertices can be reached from each other along the defined paths (i.e. the maze is all of one contiguous piece). The order of a graph is the number of its vertices, and the size of the graph is the number of its paths.

Navigating one's auto among the world's roadways can be (and often unintentionally is!) a kind of route-finding puzzle - I have enjoyed a road rally where a list of puzzling clues defined the route. Perhaps the most recognizable route-finding puzzle is the traditional pathway maze built of walls, either life-sized or in miniature.

It may be hard at first to see how a traditional maze of walls and pathways can be represented as a graph, but it is easily done - imagine each junction, as well as the starting point and goal(s) as nodes, and then draw all the paths that connect them. Sometimes the outside of the maze must be included as a node, too.

Mazes and Labyrinths for People

When most people think of mazes (Wikipedia entry), the legend of Theseus and the Minotaur probably comes to mind. Confined within a structure on the island of Crete at Knossos, the Minotaur - half-man and half-beast, and evidently very pissed off, would claim a human sacrifice each year, until the hero Theseus arrived to slay him. However, the structure in which the Minotaur was confined is usually called a labyrinth, not a maze. The distinction lies in the fact that a maze contains pathways with intersections - choices which can lead to dead-ends or run-arounds - while a labyrinth contains essentially only a single path - and is therefore not much of a puzzle, though the path may be very convoluted on itself. This being the case, it would be a mystery why Theseus required the help of Ariadne, in the form of a thread spooled from the entrance, to find his way out. Let it suffice to say that there remains an absence of universal agreement on the terminology.

Another famous maze appeared in the first computer adventure game, Advent, and spawned the immortal phrase, "You are in a maze of twisty little passages, all alike." This phrase was used as the description of all the locations within the maze, and one would quickly become lost or go in circles. To map the maze and get through it without relying on sheer luck, the solver had to realize they could drop various items at different locations in order to distinguish them. At another point, Advent employed a variation on the original theme - each location's description was a unique variation on the phrase "You are in a maze of twisty little passages, all different." For example, "You are in a twisty maze of little passages, all different." Once one realizes the descriptions are all actually different, solving the maze becomes easy! Unfortunately, mazes became over-used in adventure games, often poorly done and coming to be seen as a hackneyed device for adding time-wasting filler.

The Cretan design has appeared down through the centuries in many decorative and architectural motifs - for example, on coins and carved in stone - and seems to recur in many cultures. See examples at Mirko Elviro's site. The schematic can be fairly easily constructed - see instructions at Maths aMazes.

The maze is certainly a contender for the title of World's Most Ancient Puzzle.

The life-sized variety may technically be mechanical puzzles (Slocum classifies them as 5.7 Mazes and Labyrinths for People), but it is difficult to "collect" them, except in the sense that a bird-watcher collects birds - you visit them in the wild.

There is an indoor panel maze in Montreal, Canada, at Hangar 16 (caution - link opens a full-sized browser window), which I visited and enjoyed. Each year, some farms invite guests to get lost in their maize mazes, and parks or palaces entertain visitors with elegant hedge mazes. Here are a few additional venues on the web:

Interest in mazes and labyrinths continues unabated today. Adrian Fisher is perhaps today's master maze maker. Adrian has created many large-scale commissioned mazes, including hedge, corn, and mirror mazes. Find a list of locations of Adrian's maize mazes here.

There are many other web resources devoted to mazes and labyrinths - here are some I have found to be especially interesting or informative:

Hand-Held Route-Finding Puzzles

Aside from large-scale structures meant to be walked through, mazes also appear in many portable mechanical puzzles, which are our primary concern here. Starting with the very simple concentric rings in the original Pigs in Clover design, there have been countless rolling-ball-in-maze puzzles issued. The Pigs in Clover design is a trivial maze - but the passages and openings are cleverly contrived so that the challenge of that puzzle is primarily one of dexterity - tilting a ball through one passage will often, frustratingly, tilt another ball through a different passage in the wrong direction.

I will try to sort out dexterity puzzles and keep them in the Dexterity section, but the distinction can sometimes be a fine one. You will also see a blurring of this class with the Tanglement class, since the traveler piece can be thought of as being tangled in the network, from which it must be freed. I will also exclude pencil-and-paper printed mazes, thought they have become quite complex in their own right, some even requiring 3-D glasses!

There are several types of route-finding puzzle - species include:

One key difference between the walk-in maze and the hand-held puzzle is that in the latter you usually have a bird's-eye view of the entire maze, whereas in the larger puzzle the network unfolds from a first-person, limited viewpoint. Having a view of the whole maze at once would tend to reduce the challenge, but designers have come up with many tactics to make their mazes more interesting and/or difficult...

Some of these modifications can be and have been used in parallel.

Traditional and Complex Mazes


Backflip

Bilz Box

In this "Maze Ball Game,"
the segments move and
re-configure the maze.

The horizontal slices
rotate in Raintree's
Tower of London,
reconfiguring the maze.

The Medallion

Synapse

Missing Marble

Amazin' Marble Die

Skill-It
Milton Bradley 1966
The frying pan contains a maze of half-height walls. A permanently attached but rotating transparent lid has another maze of half-height walls. Maneuver the ball and the lid to get the ball from the center to the handle. (U.S. Quarter in pic for size.)

A-Maze-Ing
by Jajaco, from 1963

No Peekie
Ideal 1971
The maze has a lid showing the solution. Close the lid and navigate the ball. Harder than it would seem, as the dead-ends complicate things and you become unsure of just where the ball is. (U.S. Quarter in pic for size.)

Odd Ball

KO Labyrinth
By the Lepato Co. Ltd.
Combines a maze with a 3x3x3 twisty sphere.

Color Cube Maze - DaMert

Boston Subway
made by George Miller

Amaze
Here, you can move some of the walls, but only from certain positions and only in certain directions.

Fire Escape by SmartGames
(also sold as "Tower of Logic Inferno")
A series of 48 two-sided cards pose route-finding problems. Fit a card into the tower. Ladders, fires, and a victim on each card are visible through the tower. Navigate the fireman from the starting position to the victim, using the ladders and the wrap-around terraces on the tower, and avoiding the fires. The fireman is equipped with one or more colored fire extinguishers which can each be used once to pass through a fire of the corresponding color.

Sleeve-on-Cylinder Mazes

One type of maze puzzle entails a sleeve riding on a cylinder. Either the sleeve or the cylinder contains a maze of grooves, and the other component contains a peg which moves in the grooves. When I was a kid, I got a puzzle of this type called "Screw Loose." There is also a recent series of puzzles called "Dool 'O' Rinth" (aka Crazy Maze) made by CorToys. There are 6 puzzles in the series - in order from easiest to hardest: yellow, orange, green, blue, red, and black.


Screw Loose

Dool-O-Rinth set
According to the vendor, the red sleeve on an orange spool is a special edition.

Shuttle Mazes

Here are some Shuttle maze puzzles, where the maze is navigated by some element other than a rolling ball.


"16 to 1" from Bits and Pieces, and Hanayama's version called Laby
U.S. Patent 598855 - Carter 1898
This is a 2-sided maze, and the shuttle requires you to solve both sides simultaneously.

Vermont Castings
Like the 16-to-1 puzzle, this is 2-sided maze.

Oskar's Cube
Here, the shuttle forces you to solve three mazes simultaneously!

Culax
Culax is an enhancement to Oskar's Cube - now the shuttle can be rotated within the network.

George Miller's Moby Maze is a maze on the surface of a Moebius Strip - it's got only one side, but it behaves like a 2-sided maze!

Brain-Chek - two-state faces, and three-state traffic lights.
Here, the shuttle interacts with the network as it moves, and changes the state of the nodes. You must find a route such that all the nodes achieve the desired state.

Bookworm - Doug Engel

Fishyhookery - Doug Engel

Rolling Block Puzzles

Here, the shuttle changes state as it moves around the network. Achieving the objective entails finding a sequence of moves of the shuttle and a route it can take so that it is in the desired state when it arrives at its goal.


Color Cubes

Cmetricks Cubicle

Plank Puzzles

River Crossing - Thinkfun

"River Crossing" is a commercial version of a type of puzzle known as "plank" puzzles. Plank puzzles were invented by UK maze enthusiast Andrea Gilbert. Visit Andrea's website Clickmazes.com.

You can visit the River Crossing Home Page at Puzzles.com. Here is a link to play plank puzzles on-line at Clickmazes.com. You can also play an online version at Thinkfun.com.

Step Mazes

This is a vintage puzzle called "Pike's Peak or Bust." It was patented by Judson M. Fuller in 1894 (518061) and made by Parker Brothers circa 1895. Move the metal traveler from peg to peg from the base to the top of Pike's Peak. Featured in Slocum and Botermans' "Puzzles Old & New" on page 136.

Here is my solution:


Here are some creative step maze puzzles made by George Miller, designed by Oskar van Deventer:


Sunflower

This is "Bronco" by Oskar van Deventer. Move the Bronco out of the starting gate.

Another Oscar van Deventer design made by George Miller - Free Willy.
 
The Rotten Apple
Yet another Oscar van Deventer design made by George Miller.


The "Sunflower" design was picked up by Hanayama, who created an entry called O'Gear in their wonderful "Cast" puzzle series.

This is my solution to the Hanayama Cast O'Gear puzzle...

The puzzle consists of two pieces - a hollow cube and a "key." The key piece has five tabs, and on one side there appear "dots" imprinted on the tabs. There is one tab having a hole through it. Hold the key so that the tab with the hole is on top and the side with the dots is facing you. Number the tabs starting with assigning 1 to the tab clockwise of the tab with the hole. This tab number 1 has a notch in one edge. Proceed clockwise, ending by assigning 5 to the tab with the hole. Tab 4 will also have a notch in it.

The cube has six faces and a crossed hole in each face. One hole contains an extension which allows tab 1 to be freely inserted into and withdrawn from the cube. This is the exit hole. Once a tab is inserted into the cube, the key can be "rolled" in various directions around the cube, transitioning from face to face without being released via the clever geometry of the key and holes. On each face, the key can also be twisted to re-orient the direction in which the dots side of the key is facing.

The cube face opposing the exit face contains 2 small holes at diagonally opposing corners, which permit the key to "perch" on this face. This is the start hole. Another face contains a small triangular symbol. Hold the cube so that the face with the exit hole is upwards and the face with the triangular symbol is facing you. Label the face which is upwards Up (U) and the face which is downwards Down (D). Label the face towards you South (S), the face away from you North (N), the face to the right East (E), and the face to the left West (W).

Using these conventions it is now possible to uniquely label every possible state of the puzzle using three characters: first, the letter of the face in which the key is currently embedded. Second, the number of the tab embedded in the cube. Third, the direction in which the dots side of the key is facing. The number of total possible states is 120: 6 cube faces X 5 tabs X 4 key facings possible for each cube face. These 120 states can be depicted as nodes in a graph. The exit node is U1N. The "perching" state can be reached from either D5S or D5E.

Each of these 120 nodes can be connected by at least one and at most three edges to other nodes: a single edge representing the act of twisting the key while remaining on the same face and tab and thus changing the direction in which the key is facing; an edge representing rolling the key clockwise (relative to looking at its dot face); and an edge representing rolling the key counterclockwise. Not every face of the cube permits all possible actions - you will note that some of the cube's edges are rounded while others are sharp. The sharp edges prohibit the key from rolling across them.

Here is a path from Start to Exit:

D5E - D5S - E1S - E1U - S5U - W4U - N3U - N3E - D2E - D2S - E3S - E3U - S2U - W1U - N5U - N5E - U1E - U1N


Other step mazes:


This is my nicest route-finding puzzle -
it is called The Wanderer.
Tom Lensch made it.

Hanayama picked up the Wanderer, too, and calls it Cuby.

4D by George Miller

Mysterians

Oskar's Disks

Free the Key

Locomotion

Big Wheel


Here is my analysis of Hanayama's Cuby puzzle. Don't read too far if you want to try this great puzzle yourself!

The Cuby is another wonderful design from the diabolical mind of Oskar van Deventer. This puzzle consists of a traveler (originally known as the Wanderer) shaped like a quarter of a watermelon, and a hollow cubic cage.

Each face of the cube has a square central opening, and around each opening's perimeter there may be up to eight notches, two on each side of the four sides of the opening. Some of the notches are absent - I have indicated them in yellow and numbered them. One of the notches, shown in black, is wider than the others. One of the faces of the cube has two decorative "eyes" at one corner - this allows you to easily orient the cube.

The traveler has a square cross-section, but two faces are curved in such a way that it can be rotated from face to face within the cubic cage. On one flat face, the traveler has an oblong peg - each end of the peg comes to a point and there is a half-circle bulge in the center of the peg.

Initially, the traveler is trapped inside the cubic cage, with each of its two ends sticking out the openings in two opposing faces of the cube. (If you've got it through two adjacent faces, it's in the middle of a move - fix it.)

Because of its clever shape, you'll find that you can maneuver the traveler by retracting one end fully into one face of the cube, then exploiting its curvature to move the other end into a perpendicular face. Some moves will be prevented by the absence of a notch in the perimeter of a face's central opening - the notches are required to accomodate the peg on the traveler.

Only the wide notch will allow the bulge in the peg to pass through - so the traveler can only be freed from the cubic cage by navigating it to a specific orientation within the cage.

The state of the puzzle can be fully described by giving the current orientation of the traveler within the cube. To follow my arbitrary naming convention, hold the cube with the face having the eyes towards you, with the eyes in the upper-right-hand corner. Label the top face UP (U), the bottom face DOWN (D), the eyes face SOUTH (S), the opposite face NORTH (N), the right face EAST (E) and the left face WEST (W).

One can now specify the orientation of the traveler by giving two letters - first, the letter of the face through which whose opening you can see the peg, and second the letter of the face (perpendicular to the first) toward which the peg's bulge is pointing. The peg can face towards 6 faces, and at each such position the bulge can be pointing towards 4 perpendicular faces so there are 6x4=24 possible states. Each of the 24 states is shown in the diagram below as a large circle containing the two-letter code for that state.

The goal state is SE and the starting position is SW - the peg is initially visible through the opening in the face with the eyes, and the peg looks kind of like an enigmatic smile.

 

A move consists of two parts - first, retract the traveler fully into one of the two faces through which an end is poking, then rotate the other end into one of two perpendicular faces. So from each state, there are 2x2=4 possible moves - however, because of the missing notches, some will be prohibited since the peg will be blocked in some way. In my notation, a move is also labeled using two letters - first, the face into which you retract the traveler, then the face toward which you move the opposite end. The moves (and their inverses) are given on the arcs of the graph.

The graph has five "zones" - the red portion is kind of a "railroad" from state US to the solution. There is one dead end, shown in purple. There are three loops, in orange, green, and blue. Here is my eight-step solution sequence - states are shown in parens and moves between them:

(SW) DE (SU) ES (EU) ND (ES) UE (US) WU (WS) UN (WD) SW (SD) WU (SE)

There are three ways in which a missing notch can block a move - (1) it can prevent the first, lateral part of a move by blocking the peg; (2) it can prevent the second part of a move by blocking the peg at the destination face; and (3) it can prevent the rotation by blocking the peg at the pivot edge.

In the diagram, for each node I have also shown in the yellow rectangles how a given absent notch blocks a move. The notation gives the move, an X, the notch number, and L, D, or E depending on the blocking method as given above. An L-type (lateral) block really blocks two moves.

I have shown one of the blocked moves, at the dead end, in magenta. In my copy of the puzzle, it seems like the traveler is impeded from even retracting into the U face. I am not sure if this is intentional, or merely a manufacturing defect.

Some thoughts and unanswered questions to ponder:

Ring-in-Plate Mazes

Ring-in-Plate puzzles are a variety of step maze. Some of these appear in the Tanglements section, too.

At left is Kohner's Toothache puzzle, from 1971. Maneuver the C ring from the upper left to the lower right. It does not exit the board. This was a member of a series of Kohner puzzles, which also included Heartache (1971) (see my section on Sliding Piece Puzzles), and Belly-Ache (which I do not have). You may also remember Headache, which was a Pop-O-Matic game, not a puzzle.


Below is my solution to Hanayama's Cast Plate puzzle. Refer to the image of the plate to identify the hole numbers and follow the route.


Here is an interesting trio of vintage patented maze puzzle designs.


The Maze Puzzle
U.S. patent 483820 - Joel W. Thorne - 1892

Saunders' puzzle
U.S. patent 766118 - Samuel L. Saunders - 1904

Cross and Crown
U.S. patent 1071874 - Louis S. Burbank - 1913

(Shown for reference - I don't have these.)

Unicursal Puzzles

In graph theory, an Eulerian Path is a tour which visits each edge exactly once. The tour is allowed to cross itself - i.e. vertices may be visited more than once. An Eulerian Cycle is a tour that starts and ends at the same vertex - it's a closed path. This terminology follows the famous mathematician Leonard Euler who investigated the Seven Bridges of Koenigsberg problem in 1736.

Here is a key result: a graph will have an Eulerian Circuit only if it has no odd nodes, and will have an Eulerian Path only if it has exactly two odd nodes.

Such a graph is also called unicursal - one can draw the required circuit from start to finish without taking one's pencil from the paper, and without retracing any edge, though crossing an already-drawn segment is usually allowed (although technically you're not supposed to cross any segment more than once). So, a unicursal puzzle calls for you to find an Eulerian Circuit (sometimes just an Eulerian Path) of a graph. Sometimes they're called single-stroke figures. If you can draw the graph right and correctly determine the degree of each node, you can easily tell if you can solve a unicursal puzzle.

Unicursal problems are discussed in Ball and Coxeter's Mathematical Recreations and Essays (11th Ed. 6th printing 1973) in Chapter IX starting on page 242.

You can see some unicursal drawing problems at The Unicursal Marathon. There are also several unicursal puzzles at mathpuzzle.ca.

Hoffmann gives some Single-Stroke Figure problems in Chapter X, No. IX.

A Hamiltonian Path is kind of the complement of an Eulerian Path - it visits every vertex exactly once, but may repeat edges. A Hamiltonian Circuit starts and ends at the same vertex (which, therefore, you're allowed to visit twice). In general, determining whether a Hamiltonian Path exists for a given graph, and what it is, is an NP-complete (i.e. very hard) problem. See the Traveling Salesman Problem (TSP) for an example.

In 1857, Sir William Rowan Hamilton invented the Icosian Game, in which one must find a Hamiltonian Circuit of the vertices of a dodecahedron. Also called the Hamiltonian Game, it is discussed in Ball and Coxeter on page 262. It was produced as a puzzle, but there are only four known surviving examples - see a picture of an original at Dalgety's Puzzle Museum site.

The Knight's Tour puzzle is also a type of unicursal route-finding puzzle, requiring the discovery of a Hamiltonian Path around the 64 squares of a chessboard, following the edges that connect them defined by legal knight's moves. Dan Thomasson gives some example puzzles on his site.


Here is an example of a unicursal puzzle. It's called Chain 16 and was issued by the "Are Jay Game Co., Inc." of Cleveland Ohio. It's simply a wooden block printed with a figure, and a long thin brass chain. The "Object of the Puzzle" is as follows:

"There are 16 'walls' with an opening in each. Using the chain, can you lay out one continuous line going through each opening? You are not allowed to go through the same opening more than once or cross over the chain."

I've drawn a graph overlaying the puzzle, and defined six nodes A through F, and sixteen paths 1 through 16, corresponding to the openings. I've also shown the degree of each node.

So, can you solve it?


Here is another unicursal puzzle. Catch of the Day, from Bits and Pieces, consists of a board illustrated with several fish. There are nailheads protruding from the board at several locations, and a long line with a hook on the end affixed to the center. The objective is to run the line around the nailheads and return it to the center, such that each nail is touched only once, and two fish end up enclosed in each loop of the line. The solution is included.

This is similar to the vintage Fisherman's Puzzle described in Slocum and Botermans' The Book of Ingenious and Diabolical Puzzles on pages 106-107, U.S. patent 552167 - Alphonse W. Ziegler 1895 - and manufactured by Jarvis & Company.

In their New Book of Puzzles on pages 108-109, Slocum and Botermans describe another series of similar "stringing" problems played on a nail-studded square grid, called the Oklahoma Puzzle.