If the mouse arrives at a dead end and both stacks are empty, the mouse is locked in a portion of the maze with no exit. In this case, print a trapped message and terminate the search for an exit. After each trial, regardless of the outcome, the user should be given the opportunity to stop or continue.
While backtracking, if the mouse hits a decision token, the token is discarded and the next alternative is selected from the alternatives stack. At this point print an asterisk (*) next to the location to show that the next alternative path is being selected.
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