Shannon, Euler, and Mazes

R. Gallager
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Abstract

One of Claude Shannon’s best remembered “toys” was his maze-solving machine, created by partitions on a rectangular grid. A mechanical mouse was started at one point in the maze with the task of finding cheese at another point. Relays under the board guided successive moves, each of which were taken in the first open counterclockwise direction from the previous move. In belated honor of Shannon’s centenary and of amnesia in the mouse at age 70, we compare this deterministic search strategy with a random search requiring no memory. For simplicity, the rectangular grid with partitions is replaced by a finite connected graph. A maze is then a graph with some given destination node. The worst case required number of steps to find the cheese for deterministic searches and the expected number for random searches are remarkably similar, each being, for example, $|\mathcal {E}^2|$|E2| taken over all graphs of $|\mathcal {E}|$|E| edges. Finally, we demonstrate a simple improvement to the above algorithms that generates an Eulerian cycle on the directed edges of $G$G, i.e., a walk on $G$G of $2|\mathcal {E}|$2|E| steps that traverses each edge in $G$G exactly once in each direction before returning to the starting point.
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香农,欧拉和迷宫
克劳德·香农(Claude Shannon)最令人难忘的“玩具”之一是他的解迷宫机器,它是由矩形网格上的隔板制成的。一只机械老鼠从迷宫的一个点开始,任务是在另一个点找到奶酪。棋盘下的继电器引导连续的动作,每一步都是在第一个开放的逆时针方向上进行的。为了纪念香农的百年诞辰和70岁小鼠的失忆症,我们将这种确定性搜索策略与不需要记忆的随机搜索策略进行比较。为简单起见,将带有分区的矩形网格替换为有限连通图。因此,迷宫是一个具有特定目标节点的图。在最坏的情况下,确定性搜索找到奶酪所需的步数和随机搜索的期望步数非常相似,例如,每个步数都是$|\mathcal {E}^2|$|E2|,它占据了$|\mathcal {E}|$|E|边的所有图。最后,我们演示了对上述算法的一个简单改进,该算法在$G$G的有向边上生成欧拉循环,即$G$G上的$2|\mathcal {E}|$2|E|步,在返回到起点之前,在$G$G的每个方向上遍历$G$G的每个边。
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