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Possibly all the ways to get loop-finding in graphs wrong

a day ago
  • The article describes various incorrect algorithms for loop detection in puzzle games, including the dangling-edge pruning method that highlighted too many edges
  • The face-dsf algorithm worked perfectly for planar graphs but failed on toroidal surfaces due to nontrivial H1 homology, missing global loops
  • The footpath-dsf algorithm fixed the torus issue but still had bugs with specific loop configurations on tori
  • Tarjan's bridge-finding algorithm was ultimately adopted as it works on any graph without depending on topological embedding
  • A corrected version of the loop-tracing algorithm could also work but is less efficient than Tarjan's approach