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AI Services • Posted 2 weeks ago
Our roguelike generates levels with hand-written rules that produce a lot of layouts that are technically valid and no fun. We want a generator that can be tuned against measurable properties — path length, backtracking, encounter spacing — and a way to evaluate a generated level automatically so we can iterate without playing 200 of them. Unity, C# for the runtime, Python for the tooling side is fine. This is a design problem as much as a technical one. Please tell us how you would define "fun" as something measurable here.