This provided what I was looking for from the book. It hits the sweet spot where it is technical and computer science enough to be efficient and help experts well, but is pragmatic enough to be approachable and friendly. The author's tone is great and it covers the major algorithms I was interested in.
Most importantly, it encourages the reader to flip to a random chapter and become immersed in that algorithm and topic. That kind of inspiration is exactly what such a book should provide.
The copy I got from Amazon is clearly a print-on-demand medium quality book. It won't last forever, but it isn't cheap and was cleanly executed.
I wish there were more illustrations, and that the programming language was Python, C, or JavaScript. The particular language used doesn't matter terribly, and the Ruby is clear enough. But Ruby syntax is just strange and different enough from more mainstream languages that it makes the reader have to go look up Ruby syntax. The iterators ("for loops") are used constantly of course and are particularly idiosyncratic in Ruby. Whereas Python is so close to math/pseudocode that examples in it would immediately accessible to any programmer.
The use of POV Ray for 3D mazes feels like something straight out of 1990, but honestly, most 3D APIs are such a complicated mess that this was a clever solution. I probably would have chosen to write OBJ + PNG files to disk because nearly everything can render them (including Visual Studio, Photoshop, and the Mac & Windows folder browsers), but I think the author is coming from Linux and OBJ may enjoy less support there.
If a new edition were published with these changes then I'd definitely buy it, but I recommend this one as-is to experienced programmers curious about maze generation.