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Procedural Dungeon Generation
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Aug 2024 1 person

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.

GameUnity

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