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Question by ImKnocks · Mar 07, 2020 at 10:09 AM · procedural generationdungeonseed

Procedural generation seed that can be manipulated

Hello, I'm trying to create a procedural dungeon generator that sort of uses a 'genetic algorithm'. The aim is to generate a map -> rank its 'fitness' -> slightly change the map -> rank fitness again and compare -> proceed with the better map and repeat until a good map has been generated.

However, I am having trouble figuring out how to generate a seed from the generated map that can be manipulated. I've tried using Random.InitState but it doesn't seem to be suitable for what I'm trying to achieve and I am quite lost.

Any help would be really appreciated, thanks.

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