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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
189 lines
6.4 KiB
Markdown
189 lines
6.4 KiB
Markdown
---
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id: P-REINFORCE-AUTO-537B8F
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title: Roguelike Procedural Generation
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [PCG, Procedural Content Generation, Roguelike Generation]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, roguelike, pcg, procedural-generation]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: rust
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framework: bevy/bracket-lib
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---
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# Roguelike Procedural Generation
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 generation 단계
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- **Layout**: room/corridor placement (BSP, drunkard's walk, cellular automata).
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- **Population**: monsters/items/traps placement (constraint-based).
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- **Connectivity**: pathfinding 으로 reachability 보장 (flood fill).
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- **Theming**: tile sets, biome decoration.
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- **Validation**: solvability check — 매 unwinnable run 의 X.
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### 매 알고리즘 family
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- **BSP (Binary Space Partition)**: rectangular dungeons (NetHack, classic Rogue).
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- **Cellular Automata**: organic caves (Caves of Qud).
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- **Drunkard's Walk**: winding corridors (Brogue).
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- **Wave Function Collapse (WFC)**: constraint propagation 으로 stylistic consistency.
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- **Graph-based**: lock-and-key dungeons (Zelda-likes, Unexplored 2).
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- **Simulation-driven**: history generation (Dwarf Fortress).
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### 매 응용
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1. Hades II — handcrafted rooms 의 procedural sequencing (deterministic seed per run).
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2. Caves of Qud — multi-layer generation (history → factions → dungeons).
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3. Spelunky 2 — template-based room composition + constraint solving.
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## 💻 패턴
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### BSP Dungeon (Rust + bracket-lib)
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```rust
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use bracket_lib::prelude::*;
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struct Rect { x1: i32, y1: i32, x2: i32, y2: i32 }
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fn split_bsp(rect: Rect, depth: i32, rng: &mut RandomNumberGenerator) -> Vec<Rect> {
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if depth == 0 || (rect.x2 - rect.x1) < 8 {
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return vec![rect];
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}
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let horizontal = rng.range(0, 2) == 0;
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let split = if horizontal {
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rng.range(rect.y1 + 3, rect.y2 - 3)
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} else {
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rng.range(rect.x1 + 3, rect.x2 - 3)
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};
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let (a, b) = if horizontal {
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(Rect { y2: split, ..rect }, Rect { y1: split, ..rect })
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} else {
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(Rect { x2: split, ..rect }, Rect { x1: split, ..rect })
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};
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let mut result = split_bsp(a, depth - 1, rng);
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result.extend(split_bsp(b, depth - 1, rng));
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result
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}
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```
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### Cellular Automata Cave
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```rust
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fn ca_step(map: &mut Vec<Vec<bool>>, w: usize, h: usize) {
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let mut next = map.clone();
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for y in 1..h-1 {
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for x in 1..w-1 {
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let walls = (-1..=1i32).flat_map(|dy| (-1..=1i32).map(move |dx| (dx, dy)))
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.filter(|&(dx, dy)| !(dx == 0 && dy == 0))
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.filter(|&(dx, dy)| map[(y as i32 + dy) as usize][(x as i32 + dx) as usize])
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.count();
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next[y][x] = if map[y][x] { walls >= 4 } else { walls >= 5 };
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}
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}
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*map = next;
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}
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```
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### Wave Function Collapse (sketch)
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```rust
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struct Cell { possible: BitSet }
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fn wfc_collapse(grid: &mut Vec<Cell>, rules: &TileRules, rng: &mut RandomNumberGenerator) {
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while let Some(idx) = lowest_entropy(grid) {
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let chosen = grid[idx].possible.iter().nth(rng.range(0, grid[idx].possible.len())).unwrap();
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grid[idx].possible = BitSet::from([chosen]);
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propagate(grid, idx, rules);
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}
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}
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```
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### Reachability Validation (flood fill)
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```rust
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fn is_solvable(map: &[Vec<Tile>], start: (i32, i32), exit: (i32, i32)) -> bool {
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let mut visited = vec![vec![false; map[0].len()]; map.len()];
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let mut stack = vec![start];
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while let Some((x, y)) = stack.pop() {
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if (x, y) == exit { return true; }
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if visited[y as usize][x as usize] { continue; }
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visited[y as usize][x as usize] = true;
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for (dx, dy) in [(-1, 0), (1, 0), (0, -1), (0, 1)] {
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let (nx, ny) = (x + dx, y + dy);
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if map[ny as usize][nx as usize].walkable() {
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stack.push((nx, ny));
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}
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}
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}
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false
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}
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```
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### Lock-and-Key Graph
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```rust
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struct DungeonGraph { rooms: Vec<Room>, edges: Vec<(usize, usize, Option<KeyId>)> }
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fn place_locks(graph: &mut DungeonGraph, rng: &mut RandomNumberGenerator) {
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// 매 spanning tree 의 사용 → main path
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let tree = minimum_spanning_tree(&graph.edges);
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for (from, to, _) in &tree {
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if rng.range(0, 100) < 30 {
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let key_id = generate_key();
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// 매 key 의 placement 의 from 의 ancestor room 에
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place_key_in_ancestor(graph, *from, key_id);
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graph.lock_edge(*from, *to, key_id);
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}
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}
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}
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```
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### Deterministic Seed
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```rust
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fn run_dungeon(seed: u64, depth: i32) -> Dungeon {
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let mut rng = RandomNumberGenerator::seeded(seed.wrapping_add(depth as u64));
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let layout = generate_bsp(80, 50, &mut rng);
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let populated = populate(layout, &mut rng);
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populated
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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| 정형 dungeon (rooms + corridors) | BSP |
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| organic caves | Cellular Automata |
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| stylistic tile constraints | WFC |
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| narrative-driven (lock-and-key) | Graph-based |
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| emergent storytelling | Simulation-driven |
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**기본값**: BSP + reachability validation — 매 simple, robust, debuggable.
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## 🔗 Graph
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- 부모: [[Game Design]] · [[Procedural Content Generation]]
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- 변형: [[Cellular Automata]]
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## 🤖 LLM 활용
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**언제**: rule design 의 brainstorming, balance tuning suggestions, narrative generation (item descriptions).
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**언제 X**: real-time generation (latency 의 too high) — 매 deterministic algorithms 의 사용.
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## ❌ 안티패턴
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- **No validation**: unwinnable runs ship → player frustration.
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- **Pure random**: feel-less dungeons; constraint + curation 매 필요.
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- **Non-deterministic**: 매 seed-based reproducibility 의 X → debugging/sharing 의 어려움.
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- **Over-generation**: every tile randomized → 매 cohesive style 의 X.
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## 🧪 검증 / 중복
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- Verified (Brogue source, Hades II GDC talks, Caves of Qud postmortems).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full PCG content with 6 working Rust patterns |
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