all 6 comments

[–]oakreef 5 points6 points ago

someone make game with exception handling code that dumps you into a procedurally generated level using the stacktrace as a seed

[–]StudentRadical 3 points4 points ago

Unfeasible in a fair manner most likely, Mario is NP hard.

EDIT: Actually this is stupid, /u/oakreef was talking about some arbitrary procedurally generated level, I was thinking about what must be close to the worst case.

[–]oakreef 3 points4 points ago

Well I mean most procedural generation in games works by stapling together lots of pre-made chunks in a way that's guaranteed to be playable rather than than using purely randomly generated structures.

[–]StudentRadical 3 points4 points ago

I checked out the paper and they apparently just tie together chunks as well. Page 3 has the general concept and later parts show how parts are constructed for each specific game. So the idea is using pre-made chunks, like variable things and such.

[–]missingno 1 point2 points ago

Depends on the game really. It'd be perfect in a roguelike that already has procedurally generated levels.

[–]StudentRadical27 0 points1 point ago

Actually lmao I was thinking way backwardsly, disregard what I've said. Of course it can work if the procedure is fair to the gamer. It just can't be maximally random to be fair.