Sometimes they do have to exclude to get on the right path . But yeah , other times they just have to do the test because they are ' obligated ' to try and figure it out <| sep |> Get the fuck out of here you piece of shit . <| sep |> I don ' t think I would start to be honest . I ' d wait until I ' ve saved up at least 1000 . Then I ' d just pick a stock I like , or dump it in an index fund . <| sep |> I ' m doing the exact same thing for my own school project ! My algorithm started out the same way . I set the cost of walls to be higher than the cost of an already open space . The cost to move through a tile is added to the G value of the node . This way A tends to move through premade hallways before generating new ones . This created some problems . If the cost to move through a wall is N times higher than the open cost . Loops of N tiles will appear in the dungeon . So an open cost of 1 and a wall cost of 4 generates small loops than you may not want . I remedied this by setting the open and wall cost both to 1 and added a cost to start and end a new hallway . I set this cost to 5 . So when A moves onto a wall tile from an open tile the cost for the wall tile is 5 more than it ' s parent , and if A moves from a wall tile to a floor tile the cost jumps by 5 again . This way A will only generate loops of 2 x the hallway startend cost . This ended up generating much nicer dungeons . My actual A hallway generator has a lot more rules in it . If you want to check it out let me know and I will post it when I ' m back on my home computerHere ' s a pic of what my whole dungeon generator makes