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> Now a computer implementation could try to avoid most of these "bad" seeds using some heuristics. This is potentially a problem with roguelike games that do
by munificent 5y ago
> Now a computer implementation could try to avoid most of these "bad" seeds using some heuristics.
This is potentially a problem with roguelike games that do random procedural level generation. It's no fun to get dropped into a dungeon where there is literally no path to the exit.
Typically, the way they solve it is by having the algorithm for level generation ensure solvability by construction. For example, if you build level by starting with the exit room and randomly attaching new rooms to it, then it's obvious that you can always get to the exit from every room.
Maintaining that property while having an interesting level generator that makes fun levels is a challenge.