The growing self-avoiding walk (GSAW) is a
dynamical process in which a walk starts at the origin of a lattice and takes a step to an unoccupied site in a random direction. When there are no empty adjacent sites, the walk is said to be trapped, similar to the ending scenario in the video game
Snake. On a
square lattice it is known from computer simulations that the average number of steps reached by a growing self-avoiding walk is approximately 71. The shortest walk that leads to trapping on a square lattice is six steps, and can be achieved by starting on an empty lattice and moving up, right, right, down, down, left, and up. The average number of steps to trapping depends on the lattice or network, it is similar for the
honeycomb lattice but near 78 for the
triangular lattice. The average trapping length is much higher in three dimensions, being close to 4000 for the
simple cubic lattice. The statistics of the traditional self-avoiding walk assume that each walk of a given length is equally likely, which is not the case for GSAWs. For example, there are 100 square lattice SAWs of length 4 starting at the origin, and four that are completely straight, such that there is a 0.04 probability of such a SAW being straight. However, a GSAW must make its first step in any direction with probability 1, its second in the same direction with probability 1/3, as with its third and fourth steps. Thus the probability of a GSAW being straight is 1/81≈0.012. For this reason, GSAWs are empirically observed in simulations to have a smaller scaling exponent (the relationship between the average
radius of gyration and length) than the 3/4 predicted by the Flory model, and is observed to be close to 0.68. ==Knots in self-avoiding polygons==