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#rogue

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This seems a little odd. I ran the #Rogue room algorithm for all seeds, filtered to only those with 3 missing rooms. I computed a probability model of the same situation.

The data shown here is the size distribution, and there's a tiny but consistent discrepancy in the distribution. It's _so_ consistent that I feel like it must be a bug in my analysis.

For example, if "truly" random the 5th percentile of room size should be 316 but the actual is between 313 and 314.

The 10th percentile should be 346-347 but it's 343-344.

Room size 500 has rank 0.65976 in the statistical model but 0.67530 in reality.

I think there are some extremal points missing on both sides of the distribution but I need to double-check my probability calculation. The part I added today was compensating for the top rooms having only heights 4-6, not 4-7.

Tonight I built a search for the smallest room configuration from (my implementation of) the #Rogue level generator.

Seed 9b279cfg gives rooms of size (4,4) (4,4), (5,4), (4,4), 0, 0, (4,7), (4,4) and 0, for a total of 112.

Approximately 1/4 of seeds should have three gone rooms. If we just count sizes (4-7 x 4-25) then that gives us 4⁶×21⁶ possibilities for the remaining rooms. That's approximately 38 bits, so the 30-bit seed space can't span that. It'll take more work to calculate what the probability is of a particular total size is, and see whether this result is consistent with that.

I am hoping to find an example I can point to which is a feature of the RNG other than its limited starting seed.

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The "negative space" in this image represents all the room configurations that are impossible from the Rogue(*) level generator, given the first two rooms are fixed configurations. No obvious structure (and I wouldn't expect it to be visible in this view.)

Each room configuration is tagged with the number of seeds that produce it.

Considering flipping this and highlighting just the impossible room sizes.