Daily #1

Why the daily dungeon needs a fair shuffle

Every day the game rebuilds the dungeon from the designer's plan. Each room keeps its number of doors: the boss room always has one, the town square has many. Only which rooms the corridors join changes. "Fair" means every possible wiring is equally likely, so regulars can't learn the plan. The quick shuffle most games use keeps too many of the designer's own corridors. Dealing doors out at random and redealing whenever two corridors clash is perfectly fair and very fast for ordinary rooms, but with several big hubs almost every deal clashes. The new method trades doors between pairs of rooms for a number of rounds proven to be enough. Hubs don't slow it down; more rooms do, steeply.

What's measured here

Where the prior technique still wins / limits