Files
2nd/10_Wiki/Topics/Game_Design/Roguelike Procedural Generation.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
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>
2026-05-20 23:52:15 +09:00

6.4 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
P-REINFORCE-AUTO-537B8F Roguelike Procedural Generation 10_Wiki/Topics verified self
PCG
Procedural Content Generation
Roguelike Generation
none A 0.9 applied
game-design
roguelike
pcg
procedural-generation
2026-05-10 pending
language framework
rust 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)

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

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)

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)

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

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

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

🤖 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