TUNNELER DEMOs
Both these demos show what a single Tunneler and its offspring 
can do. The original Tunneler starts off at the opening on the left side of the 
map, and you can see how baby Tunnelers can have smaller or larger tunnelWidths 
than their parents. You can also see how rooms and anterooms are made. 
MOBs are depicted in red, and treasure in green. We always put the most valuable 
treasure (bright green) in the largest room, and let it be guarded by the largest 
group of MOBs, which always includes a member of the highest ranking class of 
MOBs (formerly called a boss monster). We expect that programs using  
the DungeonMaker will use much more sophisticated methods of object placement, 
but this can only be implemented when one knows what kinds of objects are to 
be placed and what their in-game-relationship is.
In the first demo, Tunnelers first get babies with larger tunnelWidth, 
so the standard 3-square-wide tunnels are followed by wider tunnels (which take 
up much space), and then the dungeon-generating process switches to ever narrower 
tunnels.
tunneler demo # 1
 
 
There is a large variability in outcomes, and while in most cases the map is 
almost filled, sometimes the Tunnelers die out after filling only a small part 
of the available space. Such dungeons should usually be rejected by a playability 
test. It would be easy to implement a count on the number of squares that have 
been changed in the dungeon-making process, and to reject dungeons with too 
little activity. This would also make it possible to wind down the construction 
process when the dungeon has reached a predetermined size, an option we consider 
for the next version of the DungeonMaker.
In the second demo the Tunnelers first become very narrow, then wide, then 
narrow again. Since we can ensure that large rooms are only built adjacent to wide 
corridors, such a design can ensure that the largest rooms with the biggest 
treasure are far from the dungeon entrance.
tunneler demo # 2
