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Procedural Dungeon Generation
A master's thesis comparing procedural dungeon-generation algorithms — BSP, Cellular Automata, Diffusion-Limited Aggregation, and Drunkard Walk — in Unity, with a statistical analysis of their output.
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About This Project
A master’s thesis studying procedural dungeon generation. A Unity generator implements four classic algorithms — Binary Space Partitioning (BSP), Cellular Automata, Diffusion-Limited Aggregation (DLA), and Drunkard Walk — and produces dungeon layouts that are then compared through a statistical analysis of their structural properties.
Features
- Four generation algorithms — BSP, Cellular Automata, DLA, and Drunkard Walk, each configurable and rendered in the Unity scene
- Batch experiment runs — multiple runs per algorithm exported to JSON for offline analysis
- Statistical analysis — a separate analysis stage compares the generators across metrics and stability runs, backing the thesis conclusions with data