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I suspect the problem there is that the multiple paths to a new location will not yield consistent results.


Interesting. You need some local structure with global coherence. But you want it to be complex, not too regular. Like a Penrose Tiling.


Yes, infinite exploration, but inconsistent


Like a bizarro cousin of loop closure in SLAM— which is recognizing when you've found a different path to a place you've been before.

Except this time there is no underlying consistent world, so it would be up to the algorithm to use dead reckoning or some kind of coordinate system to recognize that you're approaching a place you've "been" before, and incorporate whatever you found there into the new scenes it produces.


I was imagining a few limitations to help with consistency: all scenes have the same number of edges (say, 10) ensuring there's a limited set of scenes you can navigate to from the current one and previously generated scenes can get reused, and no flying, that way we can only worry about generating prism-shaped rooms with a single ceiling and floor edge.

I suppose this is the easy part, actually; for me the real trouble might be collision based on the non-deterministic thing that was generated, i.e. how to decide which scene edges the player should be able to travel through, interact with, be stopped by, burned by, etc.


The same as a dream


So… very boring?

Consistent inconsistency gets old very very fast.


Agreed.

Best case: roguelike adventure.

But generally just phantasmagoria.


> Best case: roguelike adventure.

I know you didn’t mean it like this, but this is kind of an insult to the insane amounts of work that go into crafting just the RNG systems behind roguelikes.




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