It is commonly known that in non-key-shuffle modes there are biases toward progression in dungeons -- in other words, progression items are placed into dungeon locations more than you would naively assume based on raw counts of non-dungeon items in those checks compared to similar overworld checks. This could also be referred to as "The Skull Woods Effect" since Skull Woods is infamous for being the most biased dungeon in this way. This is a demonstrable and provable artifact of how the fill algorithm is implemented (currently, as of v31 of the randomizer). This page attempts to both explain and measure (via empirical simulation data) the effect of this bias.
Consider a contrived example where the game consists of 1 overworld location, and 99 locations inside a single dungeon. The items placed in the game are 1 "progression" item, 1 "trash" item, and 98 small keys inside the dungeon.
Because there is 1 non-dungeon item placed in the overworld and 1 placed inside the dungeon, you would naively expect the progression item to be placed into the overworld location 50% of the time and to be placed in the dungeon 50% of the time. However, this is not the case:
The key detail is in step 4 above, where the list is reversed as opposed to being completely reshuffled. In an alternate implementation where the list is re-shuffled in step 4, the progression item would instead have a 50% chance of being in either the overworld location or a dungeon location.
The example above is intentionally contrived, but can illustrate some key points about the nature of dungeon progression biases:
Data was collected by running a simulation as follows:
| Location | Reversed Progression % | Shuffled Progression % | Bias % | Normalized Bias % |
|---|---|---|---|---|
| Overworld | 62.72% | 70.35% | 89.15% | 100.00% |
| HC | 4.49% | 4.45% | 101.02% | 113.31% |
| EP | 2.38% | 2.22% | 107.02% | 120.04% |
| DP | 1.88% | 1.48% | 127.14% | 142.61% |
| TOH | 1.92% | 1.47% | 130.63% | 146.52% |
| POD | 4.95% | 3.71% | 133.27% | 149.48% |
| SP | 4.45% | 4.46% | 99.65% | 111.78% |
| SW | 2.61% | 1.47% | 177.19% | 198.74% |
| TT | 3.51% | 2.96% | 118.49% | 132.90% |
| IP | 3.08% | 2.23% | 138.00% | 154.79% |
| MM | 2.52% | 1.48% | 170.68% | 191.45% |
| TR | 5.48% | 3.70% | 148.12% | 166.14% |
As shown in the table above, progression items were placed into Turtle Rock 5.48% of the time when the list was reversed, compared to 3.70% when the list was reshuffled. This means that progression was placed into Turtle Rock locations almost 1.5 times (148.12%) as much as you would expect given that it contains only 5 non-dungeon items. Similarly, progression was placed into overworld locations only 89.15% as much as you would naively expect.
The rightmost column shows the normalized progression bias of each dungeon, compared to equivalent overworld checks (which are assigned a baseline of 100%). In other words, a given item in Turtle Rock is 1.66 times (166.14%) as likely to contain progression compared to an overworld check. This is illustrated visually in the chart below.
The above chart shows the relative progression bias for each dungeon location, normalized against overworld checks, sorted from lowest to highest bias.
This second chart shows the number of non-dungeon items in each dungeon (or partial set of dungeon checks), combined with the actual "equivalent progression weight" of those items when compared to overworld checks.
Note: Mimic Cave (as an overworld check with no dungeon bias) was incorporated into the numbers for Turtle Rock as it is generally treated as a part of that dungeon despite being filled as an overworld check.
Conclusions from the above data are open to interpretation and should be evaluated against other factors on a seed-by-seed basis, but a few suggested takeaways are as follows:
An attempt to combine the progression weighting data of various dungeons with the approximate time it takes to clear those dungeons is presented in Dungeon Efficiency Analysis.
Accounting for full item logic placement restrictions is currently beyond the scope of this analysis (some empirical datasets for full seed generation can be found here).
A possible variant of the above analysis is to disallow items to be placed into locations where they can never logically be found (e.g. the moon pearl can never be placed in most Dark World locations). Although this does not account for the full complexities of item logic (e.g. validating logic sequencing and beatable seeds), it may provide numbers closer to the actual likelihood of progression items being in various locations -- for example, none of the checks in Turtle Rock can ever hold a glove, somaria, moon pearl, or hammer, so the overall chances of progression being in those locations is inherently reduced compared to an overworld check with no requirements.
This was intentionally omitted from the simulation and analysis above, for the following reasons: