PLAYING THE GAME|
THE STANDARD GAME AT THE GREAT ADIRONDACK CORN MAZE:
Before entering the Great Adirondack Corn Maze, you will be shown an aerial photograph of the maze (which you should attempt to memorize) and you will be given a 'game piece'. You will be told that there are eight mailboxes hidden in the maze and that each mailbox holds a 1/8th section map of the maze which you must affix to the game piece with scotch tape also found in the mailbox. Locate all eight mailboxes, and you will have a complete map of the corn maze with which to find your way out. You may or may not be told that there is a ninth mailbox containing nothing whatsoever. It is a ruse to confuse and frustrate you. Do not let it confuse or frustrate you.
To be technically correct, in the world of mazes and labyrinths, the Great Adirondack Corn Maze is a hybrid. We are essentially an 'open maze' combined with a treasure hunt or a quest for a number of mailboxes hidden within the maze. But because of the complexity of our maze, we have built in escape paths for those too frustrated or lacking time to find and complete the hunt for the mailboxes.
If one is a purist seeking to solve a pure 'open maze', one has only to ignore the mailboxes and the 'false exits'. To do so successfully, one will have to keep track of where the true entrance is and where the true exit lies and know that all other exits are false. We suggest that only the most experienced maze experts will be able to keep this straight in their minds--our eight acre maze can be intimidating.
We think our maze is challenging for all - including game theory enthusiasts and the mathematicians. Come test yourselves against our latest design.
Also hidden in the Great Adirondack Corn Maze is the Rock 105 rock and the Rett Syndrome rock. There are a few other miscellaneous rocks in there too. Please be aware that you are not allowed to climb any of these rocks. Such activity is dangerous and not recommended.
The objective is to find all eight sections of the map of the corn maze and affix them to the game piece to complete a whole map of the Great Adirondack Corn Maze. But the real goal is to have fun, to relax, to enjoy a few hours in the maze with friends and family. While some think the objective is to go fast, to race through, the truth is that no one is keeping track of time. So, go as fast as you must, but please be aware that this is not a race. No one cares if you do it fast or slow.
Since a maze is nothing more than an exercise in game theory, a branch of higher mathematics, it is relatively easy to make the task of solving a maze into a much more difficult ordeal than it needs to be. (Though it may not be any less fun.) For those interested in the logic and the mathematics of maze solving, please look up the following:
The wall follower, the best-known rule for traversing mazes, is also known as either the left-hand rule or the right-hand rule. If the maze is simply connected, that is, all its walls are connected together or to the maze's outer boundary, by keeping one hand in contact with one wall of the maze the player is guaranteed not to get lost and will reach a different exit if there is one; otherwise, he or she will return to the entrance. If the maze is not simply connected, this method will not help a player to find the disjoint parts of the maze.
Disjoint mazes can still be solved with the wall follower method, if the entrance and exit to the maze are on the outer walls of the maze. If however, the solver starts inside the maze, it might be on a section disjoint from the exit, and wall followers will continually go around their ring. The Pledge algorithm (named after Jon Pledge of Exeter) can solve this problem.
The Pledge algorithm, designed to circumvent obstacles, requires an arbitrarily chosen direction to go towards. When an obstacle is met, one hand (say the right hand) is kept along the obstacle while the angles turned are counted. When the solver is facing the original direction again, and the angular sum of the turns made is 0, the solver leaves the obstacle and continues moving in its original direction.
This is a trivial method that can be implemented by a very unintelligent robot or perhaps a mouse, but which is not guaranteed to work. It is simply to proceed in a straight line until an obstruction is reached, and then to make a random decision about the next direction to follow. This will of course fail if the exit is only reachable by an opening in the middle of a wall.
Tremaux's algorithm is an efficient method that requires drawing a line on the floor to mark a path, and is guaranteed to work for all mazes that have well-defined passages. On arriving at an unmarked junction, the solver picks any direction. If the solver has visited the junction before, he can return the way he came. If revisiting a passage that is already marked, he draws a second line, and at the next junction takes any unmarked passage if possible, otherwise taking a marked one. He will never need to take any passage more than twice. If there is no exit, this method will take him back to the start.
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