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🏰The HTML Maze

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

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Home›Glossary›Recursive Backtracking

🔄 What Is Recursive Backtracking?

Recursive Backtracking is the most popular maze generation algorithm. It uses depth-first search (DFS) with random neighbor selection to carve passages through a grid. The result is a "perfect" maze — one where every cell is reachable and there is exactly one path between any two points.

⚙️ How It Works

  1. 1.Start at a random cell. Mark it as part of the maze.
  2. 2.Look at neighboring cells that haven't been visited yet.
  3. 3.Pick one at random and remove the wall between them.
  4. 4.Move to the new cell and repeat from step 2.
  5. 5.Dead end? When no unvisited neighbors exist, backtrack to the previous cell.
  6. 6.Done when you've backtracked all the way to the starting cell and all cells are visited.
🏭 Production tip: For mazes larger than 500×500, use an explicit stack instead of function recursion to avoid stack overflow. Our HTML Maze game uses this iterative approach.

🎯 Why It Matters for Mazes

🎨 The Signature Look

Recursive backtracking creates mazes with long, winding corridors and relatively few dead ends. This produces a satisfying solving experience — you follow a path for a while before hitting a junction. Compare this to Prim's algorithm, which creates shorter, bushier passages.

🎮 Used Everywhere

This is the engine behind our Classic Maze game and countless indie games. It's popular because it's simple to implement, efficient (O(n) time), and creates visually appealing mazes. Roguelikes like Spelunky use variants of this algorithm for procedural dungeon generation.

📊 Key Characteristics

Time ComplexityO(n) — visits each cell exactly once
Space ComplexityO(n) — stack can grow to maze size in worst case
Perfect Maze?✅ Yes — one path between any two cells
Corridor StyleLong, winding passages with few branches
Dead-End RatioLow — fewer dead ends than Prim's or Kruskal's
Based OnDepth-First Search with random neighbor selection

🎮 Try It Yourself

Every maze you play on HTML Maze is generated with recursive backtracking. Notice the long corridors and winding paths — that's the DFS signature.

Play Classic Maze →📖 Deep Dive Guide

❓ Frequently Asked Questions

What makes a maze "perfect"?

A perfect maze has exactly one path between any two cells — no loops, no isolated areas. Recursive backtracking guarantees this because it visits every cell exactly once via DFS, creating a spanning tree.

Why do these mazes have long corridors?

DFS goes as deep as possible before backtracking. The algorithm keeps carving forward until it's surrounded by visited cells, creating long winding passages. If you prefer shorter, bushier passages, try Prim's algorithm.

Can this cause a stack overflow?

Yes, for very large mazes (1000×1000+). The solution is to use an explicit stack data structure (iterative approach) instead of function call recursion. This removes the stack size limit entirely.

📖 Related Terms

🔍
Depth-First Search (DFS)

The traversal strategy behind backtracking

🌳
Prim's Algorithm

Alternative generator with shorter dead ends

🚫
Dead End

What triggers the backtracking step

📊
Maze Complexity

How backtracking affects maze difficulty