Puzzle Generation
I took a course in algorithmic design that used puzzle generation and solving as the application case. For a final project, I was interested in using Dijkstra's shortest path algorithm to solve for a sequence of moves in time, rather than a shortest traversal path in space. The generator ↗ makes a dungeon where monsters trawl on fixed and cyclical paths. This means that the dungeon's time is a loop, and our agent attempts to get to the end in the shortest amount of forward steps.
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