: 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. Dungeon Solver
An estimate of the distance to the goal, used to prioritize which paths the solver explores first. : A variant of A* specifically designed for
: Systems that model a dungeon as a Key-Lock-Reward structure. "unique keys" (one-of-a-kind)
Advanced solvers do not just look at distance; they analyze progression.
: Solvers distinguish between "small keys" (consumable), "unique keys" (one-of-a-kind), and "permanent items" (permanent abilities that act as keys).
A measure of how efficiently rooms and connections are laid out, often checked during the "printing" or graphing phase of a solver.