For the purposes of this question, a maze is a spanning tree on a square grid (although the type of grid isn't super important).
There are many Maze generation algorithms, but they only work on a finite grid.
What if instead you are working on an infinite grid? But you only need to know finite of the grid at a time (the application I have in mind is a character wandering around in a grid). What are some algorithms I could use?
In particular, it would be best if the algorithm wasn't biased by which parts of the maze you choose to evaluate first.
One algorithm I thought of was a modification of randomized Kruskal's algorithm. Basically, to calculate a part of the grid, you add the walls to the list, and then eliminate walls until the part of the grid you want to reveal, along with the parts of the maze already revealed, are all in the same set. This might have bias though depending on which parts you evaluate first.