description: current map generation sucks.
criteria:
- map generation needs to generate realistic obstacles.
- map generation needs to have one large connected "air" space. (i.e., the robot must be able to visit every single grass tile on the map).
- there must be more grass tiles than wall tiles.


notes:
- current maze generation is in
util/maze_generators.py, with a basic DFS maze generator. the initial map is all walls; the DFS carves paths, making visited nodes air.
- the robot and target are randomly placed, and then another DFS is used to make sure there's a valid path between the two.
ideas:
- make map generation use curved walls instead of blocks so the robot doesn't get stuck.
- create a validation script that ensures the outputted map follows the above criteria.
description: current map generation sucks.
criteria:
notes:
util/maze_generators.py, with a basic DFS maze generator. the initial map is all walls; the DFS carves paths, making visited nodes air.ideas: