Dungeon generation in the Gnomish mines of NetHack

(boristhebrave.com)

142 points | by ibobev 3 days ago

11 comments

  • OkayPhysicist 17 hours ago
    I think pass two is intended to introduce additional regions of concavity (mostly by replacing straight lines), which in effect introduces a bunch of inflection points, helping creating the organic "spiny" feel, as opposed to a "bubbly" feel. Without it, the resulting caves look a bit more like if you spilled liquid on a waxy surface, and less like thorns.

    If you go into the javascript and replace "for(let p=0;p<3;p++)" with "for(let p=1;p<3;p++)", and then re-execute the block in the console, you can generate run through a bunch of generations without step 2

  • omoikane 12 hours ago
    It sounds like the same algorithm described here:

    https://www.roguebasin.com/index.php/Cellular_Automata_Metho...

  • bovermyer 18 hours ago
    This is my favorite kind of procgen blog post: here's what we did, and here's a little widget you can play with to see how it works.
    • munificent 13 hours ago
      You would also probably like this old post of mine:

      https://journal.stuffwithstuff.com/2014/12/21/rooms-and-maze...

      • bovermyer 1 hour ago
        I REMEMBER THIS! Oh man, I haven't read this in forever. It was one of the blog posts that kicked off what became Iron Arachne, my own procgen project.

        Thank you for writing it! I'm going to re-read this.

      • DonaldPShimoda 9 hours ago
        Oh man, I'd forgotten about this one. Thanks for sharing it again! (And thanks for having done it in the first place!)
      • AgentMasterRace 6 hours ago
        damn, I 2015 I used this as a reference for my procedural dungeon crawler. fun flashback.
  • Rooster61 18 hours ago
    Oh wow. I had no idea this was based on cellular automata. It really does give a totally different feel versus the other sections of the dungeon.
  • ImJasonH 15 hours ago
    All that work for some miscreant dwarf archeologist with a pick-axe (me) to show up and dig it to hell for a bunch of worthless glass.
  • shoo 10 hours ago
    Cool, the interactive visualisation is a great way to explain it.

    Maybe a similar-ish idea could be done in a continuous 2d space, without a grid, using 2D computational geometry operations (e.g. GEOS's [1] buffer operation to grow shapes by a given radius & so on).

    Each component is a point-set -- a subset of points in the 2d space we're working in.

      1. sample a bunch of seed points from some distribution. these define initial connected components
      2a. grow each component by radius r. union any components that touch.
      2b. shrink each component by radius r + delta. delete components that contain no points
      3. delete any components that are 'too small': shrink each component by r_min, delete any components that now contain no points, then grow each surviving component by r_min again
      4. link the surviving connected components somehow:
      4a. identify pairs of components that are adjacent (e.g. compute voronoi 'triangulation' using components as seeds instead of points, if two resulting triangles border then their components are neighbours)
      4b. propose candidate corridors linking the nearest points between each pair of adjacent components
      4c. find a minimal/interesting spanning tree on component-corridoor graph using corridor lengths as edge weights
      4d. carve selected corridors by growing each coridoor line by some radius
      4e. everything should be some big connected component
      5. sanity check that we got something playable (maybe based on area). if it's too small/uninteresting, reject & try again from step 1
    
    
    I'm not sure of an efficient/reasonable way to do step 4a in the plane - it'd be simple & efficient to do this on a graph (Voronoi-triangulating a graph has similar computational cost to finding all shortest paths from some source - it's like a multi-source BFS with bookkeeping to recover a shortest path to the closest source, with a little extra bookkeeping & logic).

    Nethack's cellular automata gnomish mine algorithm on a small grid is of course going to be massively faster than stuffing about with masses of GEOS Buffer & Union calls, but it's fun to think through how much of this extends.

    [1] https://libgeos.org/

  • stickfigure 7 hours ago
    I love NetHack dearly, but I am waiting with great anticipation for a roguelike whose procedural level generation is AI-driven. Imagine NetHack where every level is like the hand-built special levels! I know it's coming.
  • jmclnx 18 hours ago
    Related, TNNT starts in 9 days (Nov 1), anyone can join the tournament.

    https://tnnt.org/

    • schoen 11 hours ago
      Looking forward to it! I just started my first-ever NetHack 5.0 game to practice a bit.
  • juancn 17 hours ago
    I don't get the neighboring tile numbering. Is it like this?

        0 1 2
        3 4 5
        6 7 8
    
    What's the current cell?

    A diagram would help

    • gjm11 16 hours ago
      Nothing in the description refers to individual neighbouring cells. All those numbers are counts -- if 0 to 2 of the neighbouring cells are rock, do this, etc.
    • card_zero 16 hours ago
      You're talking about the post, or something in the source code?

      In the post, it just counts how many of the 8 tiles are floor (which means 9 possibilities, including none of them). They aren't assigned index numbers.

      Edit: ha, we all jumped on you. So now this is explained three different ways.

    • Luc 16 hours ago
      There’s no numbering, it just counts the neighbours. ‘0-2’ means zero, one or two neighbours.
  • jdw64 18 hours ago
    I always have a lot of respect for people who are really good at procedural generation
  • LostBeard 14 hours ago
    [flagged]
    • wincy 14 hours ago
      Uhh, did you mean to post this in the Gnomish Mines of NetHack discussion?