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Description
Another question better fit for a mailing list / solution space -
I've been messing around with WFC Procedural Generation of mazes using DeBroglie and one of the nice features it has is that you can specify a heuristic for which values along the search tree get selected first.
Some use cases are mentioned in this article on constraint based tile generators. Specifically: using a weights to make some values more common than others and using a priority list to generate more consistent results.
A related thing is used in the later parts of Map Generation Speedrun where optimization statements like #maximize are used to control which of many possible consistent levels is the one the user sees. (Though this seems less useful to me, and the author seems to agree. For random generation, I don't want something globally maximized often.)
In general, is any sort of 'soft constraint' like optimization, or way of affecting the nondeterminism of the exploration algorithm an intended feature of Dusa, or is that better handled outside of Dusa using the API?
Thanks!