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#rogue

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The "negative space" in this image represents all the room configurations that are impossible from the Rogue(*) level generator, given the first two rooms are fixed configurations. No obvious structure (and I wouldn't expect it to be visible in this view.)

Each room configuration is tagged with the number of seeds that produce it.

Considering flipping this and highlighting just the impossible room sizes.

Exhaustive enumeration of Rogue seeds progress:

I've created an S3 bucket full of bitmaps for each room "feature" (currently only position and size), one bit per seed. This will allow reverse lookups -- if we want to find seeds where room 0 has height 6 and width 17, we can AND the corresponding bitmaps and find which bits are set. This is about 231GiB large.

But, the slow part is actually uploading to S3. Running a complete enumeration locally takes less than 14 minutes (and this without any particular effort put into optimization or parallelization!) So building a query engine over this data may not be worth the investment if it only takes that little time to run an exhaustive search.

I'm still thinking of a visualization. There are 2529 possible room configurations so a nice 51x50 grid could plot the relative frequency of each, in each room position. But, this makes large rooms look more probable than they are. (Rogue picks a room size and then places it to fit second, so there are many configurations for small rooms and only one for the largest room.)

However, this is still Rogue(*) not real Rogue. A small variant in which monsters are placed _after_ room creation, not _during_.