MazeBench cracked by a classic BFS solver; author admits difficulty is perception-based

patience_cave · x · 2026-09-03

The MazeBench author discusses findings with independent developer FakePsyho, who built an offline solver after getting source access: a separate room solver (an optimized BFS) plus glue logic forming a world solver, taking only a few hours of code optimization to score well — and finding no levels designed adversarially against solvers.

The author concedes MazeBench's difficulty is currently perception-based rather than solver-based, plans updates to the latter half of levels, and will invest more in level design before astra goes deeper. He also notes one user-designed level took sol xhigh + codex hours to solve even with source access, plus a blind maze-tunnel level; the human leaderboard's gem count is capped around 80 because final levels are still being built and quality-checked.

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