Quite a while ago, I discussed map generation in the classic 80s-era game Tunnels of Doom. After a short correspondence with Kevin Kenney himself (who kindly answered my questions; and I hope he is aware that he contributed to the fascination of great many kids in computer science), I manage to, not exactly reproduce his algorithm, but create a number of fun variations.
This raises the question as to how do we encode maps efficiently in the computer’s memory, not only for Tunnels of Doooooom but also for any number of other games.