Definitions of non-maze labyrinths have emphasized various characteristics of path form, including unicursality, central organization, continuity, changes of direction, enclosure, and the absence of route-selection puzzles. Not all characteristics commonly associated with labyrinths, however, are necessary conditions.
The Pattern Analysis, Typology, and Holarchy (PATH) framework distinguishes viability conditions, which a path system must satisfy to be considered a non-maze labyrinth, from common but non-essential features and characteristics that do not determine viability or topological type.
A non-maze labyrinth must satisfy three viability conditions:
Intentional constitution: The path system is intentionally constituted as a path or path-based figure rather than arising incidentally.
Central organization: The path system is organized in relation to one or more center points, whether or not it includes a distinct center level or the expression includes a center space.
Whole-system traversability: The path system supports one or more coherent means of traversing the system as a whole. This condition is not satisfied when one or more path segments are unreachable, complete traversal requires sufficiently convoluted retracing that traversal is no longer coherent, or route-selection problem solving becomes central to traversal.
Together, these conditions accommodate a broader range of labyrinth structures than definitions based solely on a single entrance, a single center, or a single unbranching route.
Many features strongly associated with labyrinths are common without being necessary for viability. Examples include a single center space, a single exterior entrance, a continuous nonbranching route, repeated changes of direction, compact or enclosed form, and a path that occupies much of the available interior space.
Some of these features may still be structurally important for classification. For example, the number of centers, number and arrangement of axes, path configuration, and other path characteristics may distinguish classes, subclasses, or topological types even though a particular value is not required for labyrinth viability.
Other characteristics may vary without changing whether a path system is a viable labyrinth or which topological type it expresses. These include overall shape and proportion, orientation, dimensions, visual style, materials, path and boundary treatment, and decorative or symbolic features.
Purpose, symbolism, and intended use may also be significant to the design, interpretation, or experience of a labyrinth, but they do not determine its structural viability or topological type.
The current PATH formulation builds on and distinguishes among characteristics emphasized in earlier definitions and analyses of labyrinth form. The following examples provide historical and comparative context for the development of these principles.
True labyrinths are not puzzles or traps. They are often intended to provide a meditative, reflective, and/or spiritual experience or a space for community activity or ritual. The path may wind back and forth repeatedly, but there is no intended confusion and usually nothing blocking the view. Some labyrinth patterns, both historical and contemporary, have features outside of the standard form such as more than one opening between the exterior and interior, absence of a center space, intersections and path choices, or dual paths specifically for ceremonies or conflict resolution. Nonetheless, they may still be considered labyrinths, rather than mazes or simply paths, due to the intended use and effect of the design.
A labyrinth is an enclosed figure within a boundary that separates the interior from the exterior space. This figure typically has one entrance, one center, and a specific pattern of movement along a single continuous, circuitous path from the entrance to the center and along the same path back out from the center to the entrance. This pattern of movement is often defined by “walls” or may emphasize the path or the center line of the path, depending on how the labyrinth is drawn or constructed.
The path is unicursal. It typically does not have intersections or dead ends, and does not require any choices to reach the center.
The path typically changes direction multiple times.
The path fills the entire interior space through orbital and axial movement relative to the center, but typically traverses circuits or circuit segments out of order through a specific sequence of movement.
There can be exceptions to these principles of form which still allow for the intention of the experience.
In English, a distinction is sometimes made between labyrinths (unicursal non-puzzles) and mazes (multicursal puzzles), but the terms are often used interchangeably, and in many languages there is only one term for both.
One pathway that leads inexorably from the entrance to the goal, albeit often by the most complex and winding of routes.
Labyrinths with more than one path can exist (intent usually clear from their designs and purpose).
A labyrinth is a closed, outwardly demarcated figure.
This has an entrance, a center and a path that leads from the entrance to the center.
The path must fill the entire area of the figure and can change direction several times.
However, the path has no crossings, branches or dead ends on the whole route.
A wandering path does not a labyrinth make. A zig zagging pattern through the woods isn't a labyrinth, by my standards. There are my criteria:
A single path (unicursal) used to enter and exit
Back-and-forth movement formed by turns
A center and other possible stopping points
Secondary rules:
Somewhat contained. If they are too huge labyrinths simply become hiking trails.
Pattern visible. Hedge labyrinths are am exception.
Sensible geometry, symmetry and rhythm.
Sited with a deliberate intention
Designed appropriately for intended use
The outer line clearly separates the exterior from the interior space. The perimeter has only one opening. This is where the winding unicursal path begins.
The path:
is not intersected (no choices to make),
folds on itself, continually changing direction,
fills the entire interior space by wending its way in the most circuitous fashion possible,
repeatedly leads the visitor past the center,
inevitably ends at the center, and
is the only way back to the entrance.
More or less symmetrical, whether in circular or rectangular form, and composed mostly of parallel lines, the figure has the property of attracting the eye of the beholder to an exterior opening, offering a path to be traced between the lines and leading him ultimately to an interior pocket diametrically opposite the opening. At no point in the path is there any obstacle or any divergence. The path leads infallibly to the pocket and—most remarkably—conducts the viewer's eye or finger—or pencil—through every part of the figure, after several turns around the ends of lines. All the space within the figure is covered in one continuous path.
Works of artifice [not naturally occurring]
Conscious design/purpose
Complexity (the multiplicity of turnings and the extent of the departure from pure geometrical figures such as the meander, the zigzag, and the spiral)
No absolute symmetry, but a very pleasing appearance of symmetry may be obtained
Communication between the component parts of the design; in other words, the path must be continuous (closed “islands” may be included, but are not part of the pattern)
Communication between the interior and the exterior (should use prefix “closed” if there is no opening)
Unicursal (= “single course” or “once run”) “non-puzzle” (with common-sense used to allow some loops)
Two-dimensional or three-dimensional
“Compact” or “diffuse”
Curved, straight, or mixed paths
[In reference to mazes, but relevant:] separate classes for those mazes in which there are two or more equivalent routes between the entrance and the goal, those which have two or more entrances, and those in which there is no distinct goal or in which there are two or more equivalent goals
First published: November 2020
Last revised: September 2026