Planar Mazes

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Twelve weeks of publication activity for this topic as it is defined today.

21 papers

Latest in Planar Mazes

Aug 12, 2026cs.RO

Scalable Multi-Agent Maze Traversal with Local Communication

Cave networks, pipe systems, and similar maze-like environments pose significant challenges for multi-agent navigation in unknown settings with limited communication. We propose a distributed algorithm that enables agents to collectively traverse an unknown, possibly cyclic graph. Agents enter sequentially at a designated start node and are tasked to localize and reach an undisclosed goal while avoiding collisions. They coordinate via local communication using leader-follower relationships and leader switching. At any moment in time, exploration is performed by only one of the agents, which runs a single-agent maze solver. We prove that the algorithm is complete, that its makespan is asymptotically equivalent (in the number of agents) to that of an optimal full-knowledge strategy, and derive its time and space complexity. Simulations with up to 625625 agents show a decreasing average sum-of-fuels as the number of agents increases and demonstrate that the proposed approach outperforms a naïve baseline in which all agents independently execute the single-agent solver.
Julian Rau, Jahir Argote-Gerald, Grace McFassel +3
Aug 10, 2026cs.RO

Graph-Guided Safe Diffuser: Topological Graph Guidance for Safe Diffusion Planning

Many diffusion-based planners enforce safety through inference-time guidance, but such interleaved trajectory deformations often degrade kinematic feasibility due to manifold rupture. We propose Graph-Guided Safe Diffuser (G2SD), a hierarchical framework that leverages a high-level topological graph planner to guide a low-level diffusion model. G2SD enforces safety at a structural level by abstracting the data manifold into a learned latent graph, on which high-level planning is performed. Continuous trajectories are generated by diffusion planners, which are conditioned on the graph node representations selected by the high-level planner. Theoretical analyses demonstrate conditions under which manifold rupture occurs in diffusion planners, and show that G2SD improves safety by reducing the constraint violation probability as the number of segments increases. Experiments demonstrate that G2SD substantially outperforms baselines, increasing goal-reaching rate without any collision from 40-50% to 98% in Maze2D navigation and also achieving superior task scores in locomotion.
Nakgyu Yang, KwangBin Lee, SooJean Han
Aug 6, 2026cs.AI

KNOWPLAN: Knowledge-Driven AI Agents for Smart Degree Pathway Planning

Planning a degree from official university sources requires solving two problems in order. The institution's curriculum must first be reconstructed from catalogs, departmental pages, JSON endpoints, and PDFs that share no schema, and only then can a student-specific path be optimized under prerequisite logic and overlapping requirement constraints. Coupling the two lets each failure mode hide the other, because a planner that drives its own crawling never learns facts its current plan does not need. We present KnowPlan, which enforces an extraction-first boundary and measures the interface between the stages rather than assuming it. CatalogBrowse explores with no access to any user profile. It scores legal actions by lower-confidence expected marginal gain over a finite set of atomic catalog obligations per unit of source access, parses deterministically through platform adapters with a span-constrained clause-to-AST model fallback, and terminates on a closure certificate over index, schema, provenance, and reference completeness instead of a reward threshold. Its output contract is three provenance-linked JSON documents. DegreeMap consumes only those documents. It compiles them into a typed requirement hypergraph and optimizes lexicographically with CP-SAT over hard feasibility, completion horizon, load and risk, personalized utility, and option value, so that each stage optimizes inside the previous stage's proven optimum and stays certifiable within the solver budget. Across a 100-university broad track and a six-school dense track, CatalogBrowse reaches 96.2% inventory recall and 88.7% masked-source recovery at 47% less source access than an exhaustive crawler, DegreeMap holds 100.0% hard feasibility while improving personalized utility by +0.066 over the strongest baseline, and the full pipeline certifies 99.5% of requests with a utility gap to the privileged gold graph of 0.015.
Shuheng Cao, Weijia Zhang, Jiaqi Wu +4
Aug 3, 2026cs.CL

BODHI: Do LLMs Branch Out and Discover Heterogeneous Inferences?

Although reinforcement learning with verifiable rewards (RLVR) has improved the performance of large language models (LLMs) across a variety of reasoning tasks, there is significant debate as to whether RLVR expands the reasoning capability boundary, or just improves sampling efficiency. In this paper, we investigate the nature of test-time exploration in RLVR-trained LLMs by employing controlled maze-solving experiments and extracting a tree structure from mathematical reasoning traces (BODHI-Trees) based on semantic equivalence. This helps us delineate between entropy arising from stylistic variations and genuine inferential branching. Our findings demonstrate that the policy entropy collapse observed in RLVR models is not merely syntactic, and is accompanied by a significant reduction in semantic branching entropy. While RLVR improves adherence to environmental constraints and backtracking capabilities, it constricts the space of continuations; we provide evidence suggesting that this might be responsible for the sample efficiency gains of RLVR, albeit at the cost of genuine rollout diversity.
Soumadeep Saha, Krish Sharma, Akshay Chaturvedi +1
Jul 11, 2026q-bio.NC

Emergent Generalization by Representation Learning in Artificial Neural Networks

Dimensionality reduction has proven powerful for identifying neural manifolds, which are low-dimensional structures underlying high-dimensional neural activity. These low-dimensional representations have improved the interpretability of population-level coding. Yet whether such low-dimensional representations are biologically relevant and confer functional advantages in learning systems, or merely reflect neuron-level activity, remains contested in neuroscience. We show that an explicit information bottleneck forcing a recurrent neural network to learn a low-dimensional representation is necessary for rotational and out-of-distribution generalisation in a time-series prediction task. Using information-theoretic measures of causal emergence, we characterise the dynamics of this representation across the memorisation-to-generalisation transition, finding a non-monotonic trajectory which shows an initial decrease, a minimum, and a subsequent rise to a maximum, even as prediction loss falls monotonically. This trajectory scales with task complexity, and the magnitude of emergent structure reliably predicts generalisation performance. Analysis of CA1 hippocampal activity in mice learning an alternating maze task reveals analogous non-monotonic emergence dynamics that track behavioural performance. Together, these findings indicate that the ability of neural networks to learn compact, distributed and emergent representations confers a functional advantage for generalisation, supporting a causal role for learned representations in cognition.
Hardik Rajpal, Dan Goodman
Jul 8, 2026cs.AI

From Patterns to Maze Structures: SMT-Based Path Synthesis and 2D/3D Construction

We present a pipeline for constructing maze structures from input patterns such as text or shapes. The central path-synthesis problem is encoded in Satisfiability Modulo Theories as global constraints on adjacency, continuity, and pattern-constrained coverage, allowing each fixed-bound instance to be solved in one call. The resulting path is either a planar, self-avoiding route or a layered traversal with prescribed over--under crossings, and it serves as a scaffold for constructing planar mazes and three-dimensional realizations of woven mazes. This report extends the published Bridges 2026 conference paper with more representative SMT-LIB examples and a fuller account of how synthesized paths become concrete maze constructions in planar and three-dimensional form.
Shengyi Wang
Jul 2, 2026cs.NE

Evolutionary Wave Function Collapse

Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs. In this paper, we explore combining WFC with evolutionary search by evolving the small input examples used by WFC rather than directly evolving complete levels. In this approach, WFC acts as a genotype-to-phenotype mapping. The generated levels are then evaluated through domain-specific fitness functions. We evaluate the method in two domains with different relationships between local and global structure: Maze connectivity maps and Zelda-style dungeon layouts. Our results show that evolutionary optimization over WFC inputs improves generation quality in domains where properties emerge from local relationships, while domains requiring global constraints remain challenging. These findings suggest that evolutionary search can effectively guide WFC generation when target objectives align with local structure.
Dipika Rajesh, Ahmed Khalifa, Julian Togelius
Jul 1, 2026cs.AI

AGI Maze as a Benchmark Framework for World-Modeling Agents

Large language models (LLMs) are powerful pattern-completion systems, but their default operating mode - predicting the next token from a static context - does not reliably produce persistent, manipulable representations of an external world. Many tasks that look like "reasoning" in text become substantially harder once the environment is partially observable, stateful, and requires memory and structured hypotheses about hidden state. AGI Maze is a lightweight framework for building such environments without requiring high-dimensional sensory inputs. It provides a family of grid-based maze tasks with a clean API and multiple difficulty regimes. The goal is to create benchmarks where agents must learn and use world state representations, not just infer a local rule over readily provided observations. We provide an initial evaluation of several vanilla LLMs on simple mazes showing that they fail to represent mazes internally at LLM inference time. We also introduce a baseline agent, which is allowed to use its message history as a working memory to construct descriptions of observations at agentic runtime. Although this can improve performance, it is still insufficient for an LLM agent to reliably solve even small mazes within a step budget that is more than enough for humans.
Alexey Potapov
Jun 10, 2026cs.AI

The Artificial Experimentalist: Discovery and Control of Self-Organizing Phenomena with Autotelic Reinforcement Learning

Existing methods for exploring cellular automata and other complex systems mostly operate in open loop: they set initial conditions, execute a full simulation, and observe the outcome, without intervening during execution. We introduce a closed-loop framework based on autotelic reinforcement learning, in which an agent autonomously samples diverse goals and learns a goal-conditioned policy to intervene in a complex system through minimal, local perturbations. We instantiate this framework on Lenia, a continuous cellular automaton known for life-like self-organizing patterns, in an agentic system we call CARL, and demonstrate three capabilities. First, CARL discovers stable solitons across a wide range of Lenia update rules at a higher rate than heuristic baselines. Second, it learns to steer the movement direction of existing solitons with few interventions, showing that CARL can control self-organizing patterns, not only create them. Third, humans can use trained agents to guide solitons through maze environments in real time by specifying high-level directional commands that the agent translates into low-level interventions. Trained across diverse goals, update rules, and random initial states, the agents acquire policies that generalize zero-shot to various out-of-distribution conditions. These results suggest a path toward artificial experimentalist agents that, autonomously or with human guidance, discover and control emergent phenomena in complex systems.
Marko Cvjetko, Benedikt Hartl, Michael Levin +2
Jun 9, 2026cs.AI

Expected Free Energy-based Planning as Variational Inference

Planning under uncertainty requires agents to balance goal achievement with information gathering. Active inference addresses this through the Expected Free Energy (EFE), a cost function that unifies instrumental and epistemic objectives. However, existing EFE-based methods typically employ specialized optimization procedures that are difficult to extend or analyze. In this paper, we show that EFE-based planning can be formulated as Variational Free Energy minimization on a generative model augmented with epistemic priors. Our main result demonstrates that minimizing a Variational Free Energy functional with appropriately chosen priors yields a decomposition into expected plan costs (the EFE) plus a complexity term. This formulation reinforces theoretical consistency with the Free Energy Principle by casting planning as the same inferential process that governs perception and learning. We validate our approach on three environments of increasing complexity: a deterministic T-maze, a stochastic Reactivity Maze, and a partially observable MiniGrid DoorKey-8x8 environment. The experiments demonstrate that the epistemic priors induce information-seeking behavior, that the variational formulation yields policy-based inference outperforming plan-based methods under stochastic transitions, and that temporal factorization enables scalability to environments where existing tabular active inference methods cannot operate.
Wouter W. L. Nuijten, Thijs van de Laar, Bert de Vries
Jun 4, 2026cs.RO

Hardness of Multi-Agent Path Finding on Trees: A Unified Approach

This paper presents a simple framework that settles the complexity of Multi-Agent Path Finding (MAPF) on trees across standard objectives - distance, makespan, and flowtime - for both labeled and colored variants. In MAPF, agents occupy the vertices of a graph and must move to target vertices without collisions while optimizing a given objective. In the labeled case, the agents are distinct and have respective targets; in the colored case, agents of the same color are interchangeable. While many MAPF variants are known to be intractable, several basic cases on trees have remained open. We prove NP-hardness on trees for both labeled and 2-colored MAPF under all three objectives. In particular, we resolve the classical Pebble Motion problem, where one pebble moves at a time to an adjacent empty vertex and the goal is to minimize the total number of moves. Despite being one of the most basic discrete motion models, its complexity on trees had remained open for several decades. Moreover, for colored Pebble Motion, we give the first hardness result on any graph class, already with two colors, which is tight. All of these results are established through the hardness of Stack Rearrangement, itself posed as an open problem, which asks to optimally rearrange items stored in stacks, and which we also prove to be NP-hard. Notably, the connection to stacks yields hardness already on very simple trees - subdivided stars - across all problems. Together, these results reveal a common tractability barrier that permeates several fundamental motion models, thereby unifying and strengthening prior hardness results.
Tzvika Geft
May 28, 2026cs.LG

How's it going? Reinforcement learning in language models recruits a functional welfare axis

How does reinforcement learning shape a language model's internal representations? We present evidence that RL recruits a pre-existing representation of functional welfare: an estimate of how well or badly the system is doing, relative to its goals. We train several language models in a novel, semantically neutral maze environment. We then extract concept vectors for rewarded and punished trajectories, and evaluate those vectors in settings unrelated to the maze environment. The punishment vector behaves like a representation of negative welfare: it promotes failure and impossibility tokens, it aligns with negative emotion concepts, it negatively tracks goal-achievement, and steering with it induces negative self-reports, pathological backtracking, refusal, and uncertainty. The positive reward vector behaves as the mirror image, and the two are nearly antiparallel. These effects are robust when controlling for tile-to-reward mapping, scale, instruct tuning, RL training algorithm, model family, and LoRA versus full-finetuning, and largely persist when we replace RL with supervised fine-tuning. Importantly, the vectors are effective in models before they have undergone maze training. Combined with observations that the effects also appear in pretrain-only models, we therefore argue that this functional welfare axis pre-exists post-training: it is recruited, rather than created, by post-training. While we make no claims about any experience of welfare, the axis offers a demonstration that minimal reward signals can broadly affect model behavior by recruiting pre-existing welfare-like representations, with implications for interpretability, post-training dynamics, and alignment.
Andy Q Han, David J. Chalmers, Pavel Izmailov
May 19, 2026cs.LG

Mechanisms of Misgeneralization in Physical Sequence Modeling

Generative sequence models are often trained to plan motion in physical domains, from robotics to mechanical simulations. When constructing a dataset to train such a model, engineers may curate demonstrations to specify how trajectories should be distributed over a physical quantity like travel distance or mechanical energy. For example, a roboticist building a maze navigation agent might choose demonstrations whose travel distances cover a fixed range uniformly, hoping to constrain the agent's expected power usage. We find that standard deep learning can violate this intent: each generated trajectory can seem plausible on its own, but the aggregate distribution over the physical quantity is wrong. We call this failure physical misgeneralization, and develop an account of its mechanism. Using controlled synthetic tasks, we show that physical misgeneralization arises when local errors typical of the model class propagate through the physical measurement to shift the recovered distribution. We estimate these errors with a data deviation kernel, and we use it to predict which physical quantities gain or lose mass in both our synthetic and more applied maze navigation and double-pendulum motion tasks. Finally, our mechanistic interpretation helps identify which mitigation strategies are structurally promising, and we use it to propose a kernel-informed intervention.
Kento Nishi, Raphael Tang, Karun Kumar +2
May 7, 2026cs.MA

Multiagent Stochastic Shortest Path Problem

We introduce and study the multi-agent stochastic shortest path (MSSP) problem, in which kk agents strive to reach a target state, aiming to minimize the expected time to reach the target by any agent. We analyze the computational and strategy-complexity of the problem in both autonomous and coordinated settings, and we design efficient strategy-synthesis algorithms. The algorithms are experimentally evaluated on instances of increasing size against natural baselines.
Martin Jonáš, Antonín Kučera, Vojtěch Kůr +2
May 4, 2026cs.NE

Neuromorphic Control for 3D Navigation in Minecraft Using Genetic Algorithms

The popular 2009 voxel based videogame, Minecraft, contains several distinct disciplines. One of which is "parkour," gameplay that focuses on traversing a world's environment with maximum efficiency. The Minecraft online community has turned the game's physics engine into dynamic puzzles, requiring players to masterfully manipulate motion mechanics through frame precise timing of keystrokes. Actions such as sprinting, sneaking, and mouse direction are all combined to clear specific difficult jumps. Through this project, we design a genetic algorithm to generate weights for a neural network to autonomously evaluate inputs for block distances, terrain, and obstacles to determine the most optimal pathing.
Eric Zipor
Apr 25, 2026cs.AI

Active Inference: A method for Phenotyping Agency in AI systems?

The proliferation of agentic artificial intelligence has outpaced the conceptual tools needed to characterize agency in computational systems. Prevailing definitions mainly rely on autonomy and goal-directedness. Here, we argue for a minimal notion open to principled inspection given three criteria: intentionality as action grounded in beliefs and desires, rationality as normatively coherent action entailed by a world model, and explainability as action causally traceable to internal states; we subsequently instantiate these as a partially observable Markov decision process under a variational framework wherein posterior beliefs, prior preferences, and the minimization of expected free energy jointly constitute an agentic action chain. Using a canonical T-maze paradigm, we evidence how empowerment, formulated as the channel capacity between actions and anticipated observations, serves as an operational metric that distinguishes zero-, intermediate-, and high-agency phenotypes through structural manipulations of the generative model. We conclude by arguing that as agents engage in epistemic foraging to resolve ambiguity, the governance controls that remain effective must shift systematically from external constraints to the internal modulation of prior preferences, offering a principled, variational bridge from computational phenotyping to AI governance strategy
Philip Wilson, Axel Constant, Mahault Albarracin +4
Apr 23, 2026cs.NE

L-System Genetic Encoding for Scalable Neural Network Evolution: A Comparison with Direct Matrix Encoding

An artificial world of barriers and plains scattered with food is used to test the feasibility of using genetic algorithms to optimize hebbian neural networks to perform on problems without apriori knowledge of the problem domain. A formal L-System based genetic alphabet for neural networks, titled Lsys, and a neural network genetic modeling tool titled Wp1hgn are introduced. Lsys and Matrix neural network topology genetic encoding methods are compared across 24 experimental runs. Lsys encoding achieved a mean maximum food count of 3802 +- 197 at generation 1000 across 8 runs with varied parameters, compared to 1388 +- 610 for Matrix encoding, a 2.74x performance advantage with an 8.5-fold improvement in consistency as measured by coefficient of variation (5.2% vs 44.0%). All 8 Lsys populations successfully learned to navigate the environment, while 4 of 8 Matrix populations failed to achieve competitive performance at any point during 1000 generations. When transferred to a novel maze environment, Lsys populations demonstrated immediate robust generalization, achieving a mean maximum food count of 2455 +- 176 compared to 422 +- 212 for Matrix populations, a 5.82x advantage that exceeded the training world performance gap. A MatrixLSG control condition, in which initial populations were generated using Lsys genotypes and then evolved using Matrix operators, demonstrated that the performance advantage of Lsys encoding derives primarily from the genetic algorithm operating on the compressed symbolic Lsys alphabet throughout evolution rather than from initial population structure. Lsys encoding is shown to provide faster convergence, higher peak performance, dramatically greater reliability, and superior generalization to novel environments compared to Matrix encoding across all experimental conditions tested.
Alexander Stuy, Nodin Weddington
Apr 20, 2026cs.LG

Discrete Tilt Matching

Masked diffusion large language models (dLLMs) are a promising alternative to autoregressive generation. While reinforcement learning (RL) methods have recently been adapted to dLLM fine-tuning, their objectives typically depend on sequence-level marginal likelihoods, which are intractable for masked diffusion models. To address this, we derive Discrete Tilt Matching (DTM), a likelihood-free method that recasts dLLM fine-tuning as state-level matching of local unmasking posteriors under reward tilting. DTM takes the form of a weighted cross-entropy objective with explicit minimizer, and admits control variates that improve training stability. On a synthetic maze-planning task, we analyze how DTM's annealing schedule and control variates affect training stability and prevent mode collapse. At scale, fine-tuning LLaDA-8B-Instruct with DTM yields strong gains on Sudoku and Countdown while remaining competitive on MATH500 and GSM8K.
Yuyuan Chen, Shiyi Wang, Peter Potaptchik +2
Apr 20, 2026cs.RO

DAG-STL: A Hierarchical Framework for Zero-Shot Trajectory Planning under Signal Temporal Logic Specifications

Signal Temporal Logic (STL) is a powerful language for specifying temporally structured robotic tasks. Planning executable trajectories under STL constraints remains difficult when system dynamics and environment structure are not analytically available. Existing methods typically either assume explicit models or learn task-specific behaviors, limiting zero-shot generalization to unseen STL tasks. In this work, we study offline STL planning under unknown dynamics using only task-agnostic trajectory data. Our central design philosophy is to separate logical reasoning from trajectory realization. We instantiate this idea in DAG-STL, a hierarchical framework that converts long-horizon STL planning into three stages. It first decomposes an STL formula into reachability and invariance progress conditions linked by shared timing constraints. It then allocates timed waypoints using learned reachability-time estimates. Finally, it synthesizes trajectories between these waypoints with a diffusion-based generator. This decomposition--allocation--generation pipeline reduces global planning to shorter, better-supported subproblems. To bridge the gap between planning-level correctness and execution-level feasibility, we further introduce a rollout-free dynamic consistency metric, an anytime refinement search procedure for improving multiple allocation hypotheses under finite budgets, and a hierarchical online replanning mechanism for execution-time recovery. Experiments in Maze2D, OGBench AntMaze, and the Cube domain show that DAG-STL substantially outperforms direct robustness-guided diffusion on complex long-horizon STL tasks and generalizes across navigation and manipulation settings. In a custom environment with an optimization-based reference, DAG-STL recovers most model-solvable tasks while retaining a clear computational advantage over direct optimization based on the explicit system model.
Ruijia Liu, Ancheng Hou, Xiao Yu +1
Oct 21, 2025cs.CL

Lost in the Maze: Overcoming Context Limitations in Long-Horizon Agentic Search

Long-horizon agentic search requires iteratively exploring the web over long trajectories and synthesizing information across many sources, enabling powerful applications like deep research systems. In this work, we show that popular agentic search frameworks struggle to scale to long trajectories primarily due to context limitations--they accumulate long, noisy content, hit context window and tool budgets, or stop early. We therefore introduce SLIM (Simple Lightweight Information Management), a simple framework that separates retrieval into distinct search and browse tools, and periodically summarizes the trajectory, keeping context concise while enabling longer, more focused searches. Across a wide range of long-horizon tasks, SLIM achieves comparable performance at substantially lower cost and far fewer tool calls than strong open-source frameworks with both proprietary and open-weight models, including RL-trained models for deep research. Specifically, with o3 as the base model, SLIM achieves 56% on BrowseComp and 33% on HLE, outperforming all open-source frameworks by 8 and 6 absolute points, respectively, while incurring 4-6x fewer tool calls. With GLM-4.7 Flash, SLIM achieves 10 points improvement over the next best open-source framework, Search-o1, on BrowseComp using a third of the cost. To systematically understand failure modes in long-horizon agentic search, we develop an automated fine-grained trajectory analysis pipeline and error taxonomy, and find that SLIM exhibits significantly fewer hallucinations than prior systems. We hope our analysis framework and simple tool design inform future long-horizon agents.
Howard Yen, Yoonsang Lee, Ashwin Paranjape +5
May 29, 2025cs.CL

SocialMaze: A Benchmark for Evaluating and Enhancing Social Reasoning in Large Language Models in Complex Social Environments

Large language models (LLMs) are increasingly deployed in socially grounded applications, where success requires interpreting context, inferring others' mental states, and reasoning about unreliable information. Yet existing benchmarks rarely evaluate these demands jointly in complex, evolving settings. We introduce SocialMaze, a benchmark that organizes six tasks across social deduction games, daily-life interactions, and digital community platforms along three descriptive design axes: deep reasoning, dynamic interaction, and information uncertainty. These axes characterize intended sources of task difficulty rather than latent, factor-analytic dimensions of model capability. Automated checks and human validation support data quality. Evaluations of twelve proprietary and open-weight LLMs show substantial variation in the use of evolving interaction histories; stronger chain-of-thought reasoners perform better on tasks requiring deeper inference, while uncertainty consistently degrades performance. Reasoning workflows help weaker short-chain-of-thought backbones but saturate on stronger reasoners. Finally, targeted fine-tuning on curated reasoning traces substantially improves structured social-reasoning tasks, whereas transfer to language-aggregation tasks remains statistically inconclusive. The project homepage is available at https://xzx34.github.io/socialmaze/.
Zixiang Xu, Yanbo Wang, Yue Huang +13