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The purpose of this is to define a standardised set of words for a set of common moves / pattens to make it easier to talk about and write down / notate the shape of a maze.
Shapes, mirrored and backwards.
' (Prime) = Mirror (Swap all Ls to Rs and vice versa).
* (Asterisk) = Reverse (The "tail" turn happens first).
Doubles (D)
Notation
Actual Input
Name
Example
$D$
LL
double left
$D'$
RR
double right
Kink (K)
Notation
Actual Input
Name
Example
$K$
LR
Kink left
$K'$
RL
Kink right
Bumps (B)
Notation
Actual Input
Name
Example
$B$
LRRL
Bump left
$B'$
RLLR
Bump right
The Corners (I/O)
Indented Corner (I):LRL or RLR.
Concept: You "tuck" the corner inward.
Out-dented Corner (O):LRRRL or RLLLR.
Concept: You "bulge" the corner outward.
Notation
Actual Input
Name
Example
$I$
LRL
indent left
$I'$
RLR
indent right
$O$
RLLLR
bulge left
$O'$
LRRRL
bulge right
The Triple Example
1. Timing Notation: Queues vs. Manuals
Everything is built from L (Left) and R (Right). But the time between them matters.
We can borrow a bit of musical or fighting game notation to represent the rhythm:
. (Dot): Represents a Queued turn (exactly 100ms or cycle_delay).
+ (Plus): Represents a Delayed/Manual turn (100ms + ).
Standard Triple (T):L.L.L.R (All turns can be queued)
Reverse Triple (T′):L.R.R+R (That last turn has to be manual to create a safety margin gap, the rest can be queued).