I just wanted to share some observations about room frequency, etc. to see if they seem consistent with people's observations.
The following chart breaks down probabilities that the first room of a dungeon is of a particular type by percentage (so 1.2 is 1.2%): http://www.bearhome.net/erik/room-gen.txt. In theory these percentages work for each of the 50 rooms being tried, but in practice the probabilities shift due to lack of space for larger rooms (particularly greater vaults). I computed these numbers by reading the code and doing a little bit of basic statistics.
Due to the complexity of measuring the probability that a particular level would have a particular room type, I decided to resort to dynamic analysis. After collecting a bunch of data via debug mode it seems like the probability for a particular level to have a greater vault is roughly equal to the percentage chance that the first room will be a greater vault at that depth times 10. That is:
This might be a little generous... using x8 or x9 as a multiplier might be a slightly better fit but x10 was easy to compute for this post. Does this square with people's general experience or beliefs?
Fair warning: I'm not necessarily committed to attempting to maintain the exact distribution of all room types in possible generation refactors... but since greater vaults are an important/fun part of the game, it seemed like a good thing to measure before and after.
The following chart breaks down probabilities that the first room of a dungeon is of a particular type by percentage (so 1.2 is 1.2%): http://www.bearhome.net/erik/room-gen.txt. In theory these percentages work for each of the 50 rooms being tried, but in practice the probabilities shift due to lack of space for larger rooms (particularly greater vaults). I computed these numbers by reading the code and doing a little bit of basic statistics.
Due to the complexity of measuring the probability that a particular level would have a particular room type, I decided to resort to dynamic analysis. After collecting a bunch of data via debug mode it seems like the probability for a particular level to have a greater vault is roughly equal to the percentage chance that the first room will be a greater vault at that depth times 10. That is:
Code:
0: 0% 10: <1% 20: 1% 30: 2% 40: 4% 50: 6% 60: 9% 70: 12% 80: 16% 90: 20% 100: 25%
Fair warning: I'm not necessarily committed to attempting to maintain the exact distribution of all room types in possible generation refactors... but since greater vaults are an important/fun part of the game, it seemed like a good thing to measure before and after.
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