Solvers can calculate the total number of paths to a reward, helping to quantify a dungeon's . 2. Logical Framework: The Key-Lock-Reward Structure
: Solvers distinguish between "small keys" (consumable), "unique keys" (one-of-a-kind), and "permanent items" (permanent abilities that act as keys).
: Designers use solvers to verify that randomly generated dungeons are actually beatable. For example, Satisfiability Modulo Theories (SMT) solvers can ensure that rooms are placed legally without intersecting.
This approach focuses on (e.g., changing water levels) and nesting (putting a key behind a lock that requires another key).
: A variant of A* specifically designed for finding solutions in high-complexity dungeons.
The maximum number of moves or states the solver considers before stopping.