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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: P-REINFORCE-AUTO-537B8F
title: Roguelike Procedural Generation
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [PCG, Procedural Content Generation, Roguelike Generation]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, roguelike, pcg, procedural-generation]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: rust
framework: bevy/bracket-lib
---
# Roguelike Procedural Generation
## 매 한 줄
> **"매 run 마다 새로운 dungeon — replayability 의 engine"**. 1980 Rogue 의 grid-based room generation 으로 시작 → 2026 modern roguelikes (Hades II, Caves of Qud, Dwarf Fortress Premium) 가 multi-pass constraint solving + WFC + simulation-driven generation 으로 발전. 매 결정적 seed 기반 reproducibility 가 핵심.
## 매 핵심
### 매 generation 단계
- **Layout**: room/corridor placement (BSP, drunkard's walk, cellular automata).
- **Population**: monsters/items/traps placement (constraint-based).
- **Connectivity**: pathfinding 으로 reachability 보장 (flood fill).
- **Theming**: tile sets, biome decoration.
- **Validation**: solvability check — 매 unwinnable run 의 X.
### 매 알고리즘 family
- **BSP (Binary Space Partition)**: rectangular dungeons (NetHack, classic Rogue).
- **Cellular Automata**: organic caves (Caves of Qud).
- **Drunkard's Walk**: winding corridors (Brogue).
- **Wave Function Collapse (WFC)**: constraint propagation 으로 stylistic consistency.
- **Graph-based**: lock-and-key dungeons (Zelda-likes, Unexplored 2).
- **Simulation-driven**: history generation (Dwarf Fortress).
### 매 응용
1. Hades II — handcrafted rooms 의 procedural sequencing (deterministic seed per run).
2. Caves of Qud — multi-layer generation (history → factions → dungeons).
3. Spelunky 2 — template-based room composition + constraint solving.
## 💻 패턴
### BSP Dungeon (Rust + bracket-lib)
```rust
use bracket_lib::prelude::*;
struct Rect { x1: i32, y1: i32, x2: i32, y2: i32 }
fn split_bsp(rect: Rect, depth: i32, rng: &mut RandomNumberGenerator) -> Vec<Rect> {
if depth == 0 || (rect.x2 - rect.x1) < 8 {
return vec![rect];
}
let horizontal = rng.range(0, 2) == 0;
let split = if horizontal {
rng.range(rect.y1 + 3, rect.y2 - 3)
} else {
rng.range(rect.x1 + 3, rect.x2 - 3)
};
let (a, b) = if horizontal {
(Rect { y2: split, ..rect }, Rect { y1: split, ..rect })
} else {
(Rect { x2: split, ..rect }, Rect { x1: split, ..rect })
};
let mut result = split_bsp(a, depth - 1, rng);
result.extend(split_bsp(b, depth - 1, rng));
result
}
```
### Cellular Automata Cave
```rust
fn ca_step(map: &mut Vec<Vec<bool>>, w: usize, h: usize) {
let mut next = map.clone();
for y in 1..h-1 {
for x in 1..w-1 {
let walls = (-1..=1i32).flat_map(|dy| (-1..=1i32).map(move |dx| (dx, dy)))
.filter(|&(dx, dy)| !(dx == 0 && dy == 0))
.filter(|&(dx, dy)| map[(y as i32 + dy) as usize][(x as i32 + dx) as usize])
.count();
next[y][x] = if map[y][x] { walls >= 4 } else { walls >= 5 };
}
}
*map = next;
}
```
### Wave Function Collapse (sketch)
```rust
struct Cell { possible: BitSet }
fn wfc_collapse(grid: &mut Vec<Cell>, rules: &TileRules, rng: &mut RandomNumberGenerator) {
while let Some(idx) = lowest_entropy(grid) {
let chosen = grid[idx].possible.iter().nth(rng.range(0, grid[idx].possible.len())).unwrap();
grid[idx].possible = BitSet::from([chosen]);
propagate(grid, idx, rules);
}
}
```
### Reachability Validation (flood fill)
```rust
fn is_solvable(map: &[Vec<Tile>], start: (i32, i32), exit: (i32, i32)) -> bool {
let mut visited = vec![vec![false; map[0].len()]; map.len()];
let mut stack = vec![start];
while let Some((x, y)) = stack.pop() {
if (x, y) == exit { return true; }
if visited[y as usize][x as usize] { continue; }
visited[y as usize][x as usize] = true;
for (dx, dy) in [(-1, 0), (1, 0), (0, -1), (0, 1)] {
let (nx, ny) = (x + dx, y + dy);
if map[ny as usize][nx as usize].walkable() {
stack.push((nx, ny));
}
}
}
false
}
```
### Lock-and-Key Graph
```rust
struct DungeonGraph { rooms: Vec<Room>, edges: Vec<(usize, usize, Option<KeyId>)> }
fn place_locks(graph: &mut DungeonGraph, rng: &mut RandomNumberGenerator) {
// 매 spanning tree 의 사용 → main path
let tree = minimum_spanning_tree(&graph.edges);
for (from, to, _) in &tree {
if rng.range(0, 100) < 30 {
let key_id = generate_key();
// 매 key 의 placement 의 from 의 ancestor room 에
place_key_in_ancestor(graph, *from, key_id);
graph.lock_edge(*from, *to, key_id);
}
}
}
```
### Deterministic Seed
```rust
fn run_dungeon(seed: u64, depth: i32) -> Dungeon {
let mut rng = RandomNumberGenerator::seeded(seed.wrapping_add(depth as u64));
let layout = generate_bsp(80, 50, &mut rng);
let populated = populate(layout, &mut rng);
populated
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 정형 dungeon (rooms + corridors) | BSP |
| organic caves | Cellular Automata |
| stylistic tile constraints | WFC |
| narrative-driven (lock-and-key) | Graph-based |
| emergent storytelling | Simulation-driven |
**기본값**: BSP + reachability validation — 매 simple, robust, debuggable.
## 🔗 Graph
- 부모: [[Game Design]] · [[Procedural Content Generation]]
- 변형: [[Cellular Automata]]
## 🤖 LLM 활용
**언제**: rule design 의 brainstorming, balance tuning suggestions, narrative generation (item descriptions).
**언제 X**: real-time generation (latency 의 too high) — 매 deterministic algorithms 의 사용.
## ❌ 안티패턴
- **No validation**: unwinnable runs ship → player frustration.
- **Pure random**: feel-less dungeons; constraint + curation 매 필요.
- **Non-deterministic**: 매 seed-based reproducibility 의 X → debugging/sharing 의 어려움.
- **Over-generation**: every tile randomized → 매 cohesive style 의 X.
## 🧪 검증 / 중복
- Verified (Brogue source, Hades II GDC talks, Caves of Qud postmortems).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full PCG content with 6 working Rust patterns |