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* ''TabletopGame/DungeonsAndDragons 5E'' DMG includes tables of random dungeon rooms, monsters, and loot, allowing a DM to run a simple yet varied DungeonCrawl with zero prep just by rolling some UsefulNotes/{{dice}} and engaging their imagination. The first edition of Advanced Dungeons & Dragons included a similar system, and random "wandering monsters" generated from an encounter table have long been a feature of the game.

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* ''TabletopGame/DungeonsAndDragons 5E'' DMG includes tables of random dungeon rooms, monsters, and loot, allowing a DM to run a simple yet varied DungeonCrawl with zero prep just by rolling some UsefulNotes/{{dice}} MediaNotes/{{dice}} and engaging their imagination. The first edition of Advanced Dungeons & Dragons included a similar system, and random "wandering monsters" generated from an encounter table have long been a feature of the game.
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* Various CGI animated works randomly generate background characters to avoid the tedious task of having to design each background character individually. Creator/{{Pixar}}, for example, randomly generated many of the background monsters in ''WesternAnimation/MonstersInc'' and its [[WesternAnimation/MonstersUniversity prequel]] based on a variety of factors (body types, number of eyes and limbs, size, color, etc.). This ''did'' sometimes result in the [[YouAllLookFamiliar characters looking identical to one another]], but it's usually considered a minor inconvenience.

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* Various CGI animated works randomly generate background characters to avoid the tedious task of having to design each background character individually. Creator/{{Pixar}}, for example, randomly generated many of the background monsters in ''WesternAnimation/MonstersInc'' ''WesternAnimation/MonstersInc1'' and its [[WesternAnimation/MonstersUniversity prequel]] based on a variety of factors (body types, number of eyes and limbs, size, color, etc.). This ''did'' sometimes result in the [[YouAllLookFamiliar characters looking identical to one another]], but it's usually considered a minor inconvenience.
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* ''VideoGame/{{Pitfall}}'' used a linear feedback shift register to generate 256 screens within the four kilobyte confines of an UsefulNotes/Atari2600 cartridge.

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* ''VideoGame/{{Pitfall}}'' used a linear feedback shift register to generate 256 screens within the four kilobyte confines of an UsefulNotes/Atari2600 Platform/Atari2600 cartridge.
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* ''VideoGame/NobodySavesTheWorld'': Although the overall plot remain consistent, the layout of the dungeons are randomly generated for every playthrough. The dungeons also change if you get killed inside (which kicks you back to the entrance), with the in-game justification being that the [[EldritchAbomination Calamity]] is causing this flux.
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* ''VideoGame/KingdomsReborn'': You have to generate a map before starting a new game. You can choose the size, temperature, moisture, sea level, and mountain density, but the shapes of the landmasses and their provinces' resources are decided by the seed, which can be any combination of numbers and/or letters.
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thought wave function collapse was quite interesting

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To generate more complex maps procedurally, an algorithm called "Wave Function Collapse" may be used. In short, that means; the computer gets a pattern like "Water tiles go next to sand tiles, sand tiles go next to grass tiles, etc." and generates a grid in which all tiles exist in a superposition of states. Then it randomly "collapses" one of them into a random state and updates the neighbouring tiles accordingly. Repeat until completion.
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* ''VideoGame/LennasInception'': The overworld and dungeon maps, as well as the dungeon/item/boss order, are determined by the seed name you chose when creating a file.

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