Research Paper Dungeon Generation for Text‐Based MUDs Using Named Exits and Graph‐Based Connections - wwestlake/Labyrinth GitHub Wiki

Research Paper: Dungeon Generation for Text-Based MUDs Using Named Exits and Graph-Based Connections

Introduction

In text-based Multi-User Dungeons (MUDs), dungeon generation plays a pivotal role in creating immersive and engaging environments for players. Traditionally, dungeons rely on a grid-based system with cardinal directions for navigation. However, an alternative approach using named exits and graph-based connections can offer greater flexibility and depth. This paper explores the methodologies for generating dungeons with named exits and graph-based room connections, where each connection can have attributes such as traversal difficulty, enhancing both the complexity and richness of the dungeon experience.

Objectives

  1. Flexible Navigation: Use named exits to allow more descriptive and context-sensitive navigation between rooms, breaking free from the constraints of cardinal directions.
  2. Graph-Based Room Connections: Implement a graph-based system to define room connections, enabling a non-linear dungeon layout that enhances exploration and discovery.
  3. Traversal Attributes: Introduce attributes for room connections, such as difficulty levels, to add strategic depth and challenge to dungeon traversal.
  4. Dynamic Environment: Create a dynamic and replayable environment by generating rooms, connections, and traversal challenges procedurally.

Graph-Based Dungeon Design

Overview

Unlike traditional grid-based layouts, a graph-based dungeon uses a network of nodes (rooms) and edges (connections) to represent the dungeon layout. Each node represents a room, and each edge represents a possible exit, which can be named according to its context (e.g., "Ancient Doorway", "Misty Path", "Hidden Tunnel"). The graph structure provides greater flexibility in designing complex, non-linear dungeons.

Benefits

  • Increased Flexibility: Allows for non-linear dungeon layouts, enhancing exploration and reducing predictability.
  • Enhanced Immersion: Named exits provide more descriptive and thematic navigation, improving the narrative quality of the dungeon.
  • Dynamic Challenges: The use of traversal attributes for connections adds strategic elements to dungeon navigation, making the environment more engaging and challenging.

Room and Connection Generation Algorithms

1. Room Creation

Algorithm: Randomized Room Generator

  • Purpose: Create diverse rooms with unique descriptions and attributes.
  • Process:
    1. Define Room Templates: Create a set of room templates with placeholders for dynamic content (e.g., "You enter a [adjective] [roomType] filled with [feature].").
    2. Randomly Generate Rooms: Use weighted randomness to select a template and fill placeholders using predefined lists of adjectives, room types, and features.
    3. Assign Room Attributes: Assign additional attributes such as size, light level, and environmental hazards (e.g., "Dark", "Flooded").

Outcome: A collection of unique rooms, each with a rich description and distinct attributes.

2. Named Exit Generation

Algorithm: Context-Sensitive Exit Naming

  • Purpose: Generate named exits that fit the thematic context of the rooms they connect.
  • Process:
    1. Identify Exit Points: For each room, determine potential exit points (e.g., doorways, passages, paths).
    2. Name Exits Based on Context: Assign names to exits based on room attributes and thematic elements (e.g., "Ancient Doorway" in a "Ruined Hall").
    3. Ensure Naming Consistency: Use consistent naming conventions to maintain a coherent theme throughout the dungeon.

Outcome: Descriptive, context-sensitive named exits that enhance immersion and storytelling.

3. Graph-Based Connection Generation

Algorithm: Weighted Graph Connection

  • Purpose: Create a graph-based structure of rooms and connections, with weights representing traversal difficulty or other attributes.
  • Process:
    1. Initialize Graph: Represent the dungeon as a graph, with nodes as rooms and edges as connections.
    2. Randomly Connect Rooms: Use a random graph generation algorithm (e.g., Prim's or Kruskal's for a minimum spanning tree, with additional edges for complexity).
    3. Assign Weights to Edges: Assign weights to each edge based on traversal difficulty or other factors (e.g., "Stability of the bridge", "Visibility in a misty path").
    4. Adjust for Playability: Ensure that all rooms are accessible and the graph remains navigable, possibly adding or removing edges to balance gameplay.

Outcome: A graph-based dungeon layout with rooms connected by weighted edges, representing various traversal challenges.

4. Traversal Difficulty Attributes

Attributes:

  • Difficulty Level: Numerical value representing the challenge of traversing a connection (e.g., 1 for easy, 5 for very difficult).
  • Environmental Hazards: Specific conditions that affect traversal (e.g., slippery ground, narrow passage).
  • Special Requirements: Items or abilities needed to traverse certain connections (e.g., a key for a locked door, climbing gear for a steep incline).

Implementation:

  1. Random Assignment: Randomly assign traversal attributes based on room types and thematic elements.
  2. Dynamic Adjustment: Adjust difficulty levels based on player progression and game balance considerations.

Outcome: Each connection has a set of attributes that influence player decisions and dungeon navigation strategies.

Content and Challenge Placement

Process

  1. Item and Monster Placement:

    • Place items and monsters based on room themes and traversal attributes (e.g., valuable items guarded by difficult-to-traverse connections).
    • Adjust placement to create a balanced distribution of challenges and rewards.
  2. Trap and Puzzle Integration:

    • Place traps in strategic locations, especially along high-difficulty traversal paths.
    • Introduce puzzles that require solving to traverse certain connections or unlock new areas.
  3. Dynamic Events:

    • Create events triggered by player actions (e.g., crossing a "Rope Bridge" might trigger a collapse if traversal difficulty is high).

Outcome

  • A procedurally generated dungeon filled with varied content and challenges that adapt to player progression and actions.

Replayability and Iteration

Enhancing Replayability

  • Random Seeds: Use random seeds to generate unique dungeon layouts for each session.
  • Dynamic Content Update: Regularly update item lists, monster types, and traversal attributes to keep the dungeon experience fresh.

Continuous Improvement

  • Player Feedback: Incorporate player feedback to refine room generation and traversal difficulty algorithms.
  • Automated Testing: Implement automated tests to ensure generated dungeons remain playable and balanced over time.

Implementation Plan

Phase 1: Graph Initialization and Room Generation

  • Develop graph-based room and connection generation algorithms.
  • Implement room description generator and named exit assignment.

Phase 2: Traversal Difficulty and Content Placement

  • Assign traversal difficulty attributes and special requirements to connections.
  • Place items, monsters, traps, and puzzles throughout the dungeon.

Phase 3: Dynamic Events and Testing

  • Introduce dynamic events and adjust algorithms based on player feedback.
  • Conduct extensive testing to ensure dungeons are engaging, balanced, and playable.

Phase 4: Deployment and Continuous Improvement

  • Deploy the dungeon generator within the MUD server.
  • Monitor player engagement and continuously refine dungeon generation algorithms.

Conclusion

By leveraging named exits and graph-based connections, this dungeon generation system provides a flexible and dynamic framework for text-based MUDs. The use of traversal difficulty attributes adds depth and strategic elements to dungeon navigation, while the graph-based approach allows for non-linear exploration and discovery. Through continuous iteration and feedback, this system will create engaging, challenging, and replayable dungeons that enhance the player experience in a text-based MUD environment.