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šŸ°The HTML Maze

Ā© 2026 The HTML Maze. Free interactive browser puzzle game. No download required.

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Home›Glossary›Prim's Algorithm

🌳 What Is Prim's Algorithm?

Prim's Algorithm is a minimum spanning tree algorithm adapted for maze generation. Unlike recursive backtracking, which dives deep into one corridor, Prim's grows the maze outward from its boundary — like a crystal expanding in all directions. The result is a maze with shorter dead ends, more branching, and a natural, organic-looking structure favored by AAA game studios.

āš™ļø How It Works

  1. 1.Pick a random cell and add it to the maze.
  2. 2.Add all of its walls to a "frontier" list.
  3. 3.Pick a random wall from the frontier list.
  4. 4.If it separates a maze cell from an unvisited cell: remove the wall and add the new cell to the maze.
  5. 5.Add the new cell's walls to the frontier list.
  6. 6.Repeat from step 3 until the frontier is empty (all cells visited).
šŸ’” Key difference from backtracking: the frontier list contains walls from the entire border of the maze, not just the current cell. This is why the maze grows evenly outward instead of along one long corridor.

šŸŽÆ Why It Matters for Mazes

🌿 Natural Structure

Prim's mazes look more like natural cave systems or garden hedgerows. The even expansion creates a balanced structure that's visually appealing. Our Hedge Maze garden game uses a Prim's variant specifically for this organic feel.

šŸŽ® Game Design Impact

The shorter dead ends mean players spend less time backtracking from mistakes — better for action games and multiplayer. The higher branching factor creates more decision points, increasing the maze complexity at intersections rather than in corridor length.

šŸ“Š Key Characteristics

Time ComplexityO(n log n) with priority queue, O(n²) with array
Space ComplexityO(n) — frontier list can hold many walls
Perfect Maze?āœ… Yes — one path between any two cells
Corridor StyleShort passages with frequent branching
Dead-End RatioHigher than backtracking, but dead ends are shorter
Based OnMinimum spanning tree with randomized edge selection

šŸŽ® Try It Yourself

Experience Prim's organic structure in our Hedge Maze game, or compare it with recursive backtracking on the algorithm guide.

Play Hedge Maze ā†’šŸ“– Compare Algorithms

ā“ Frequently Asked Questions

How are Prim's mazes different from recursive backtracking mazes?

Recursive backtracking creates long, twisty corridors. Prim's creates shorter passages with more frequent branching. Backtracking feels "twisty"; Prim's feels "bushy" and more open.

Is this the same as the MST algorithm?

It's a randomized adaptation. Classic Prim's MST picks the minimum-weight edge; the maze variant picks a random wall from the frontier. Both grow a tree one edge at a time.

When should I use Prim's over backtracking?

Use Prim's for multiplayer games (less frustrating backtracking), exploration games (more decision points), or natural aesthetics. Use backtracking for puzzle games where long, challenging corridors are the goal.

šŸ“– Related Terms

šŸ”„
Recursive Backtracking

DFS-based alternative with longer corridors

šŸ”
Depth-First Search (DFS)

The traversal Prim's avoids in favor of uniform growth

🚫
Dead End

Prim's creates more but shorter dead ends

šŸ“Š
Maze Complexity

How algorithm choice affects difficulty