Exploring The Inner Workings of Procedural Generation: Algorithms, Code Examples, and Advanced Techniques

 

What this article will include:

  1. Introduction
    • What is procedural generation?
    • Why is it used in video games and other software?
    • What are some examples of procedural generation?
  2. Basic concepts and algorithms
    • Randomness and determinism
    • Perlin noise and other noise functions
    • Cellular automata and fractals
    • Markov chains and grammars
  3. Code Examples
    • Generating a random terrain using Perlin noise
    • Creating a dungeon layout with cellular automata
    • Generating music using the Markov chain
    • Building a city using a grammar
  4. Advanced techniques
    • Seeding and replayability
    • Mixing different algorithms
    • Generating content based on user input
    • Using machine learning for procedural generation
  5. Conclusion
    • The benefits and limitations of procedural generation
    • The future of procedural generation in video games and other applications
    • A thank you

1. Introduction

What is Procedural Generation?

Procedural generation is a technique used in video games, software, and other applications to generate content algorithmically, rather than manually creating each individual element. This technique allows for the creation of large, complex, and unique environments, levels, items, and other content, without the need for extensive human input or resources.

Procedural generation is based on a set of algorithms and rules that define how the content is created. These algorithms can be deterministic, using a fixed set of rules to produce the same output every time, or stochastic, using randomness to generate different outputs each time. The algorithms can also be combined, adjusted, and adapted to create a wide range of content, from simple patterns to complex worlds.

Why is it used in Video Games and other Software?

Procedural generation is used in video games and other software for a number of reasons. First, it allows for the creation of large, complex, and unique environments, levels, items, and other game elements without the need for extensive human input or resources. This can save time, money, and effort, and allow game designers and developers to focus on other aspects of the game, such as mechanics, gameplay, and the story.

Second, procedural generation allows for greater variation and replayability in video games. Instead of manually creating each level, item, or character, the algorithms can generate a virtually unlimited number of variations, ensuring that no two playthroughs are the same. This can keep the game interesting and engaging for longer periods of time, and can also provide a sense of exploration and discovery for the players.

Third, procedural generation can be used to adapt and adjust the game content based on user input or other factors. For example, the algorithms can generate different terrain, items, or enemies based on the player's actions or choices, providing a more dynamic and interactive experience. This can also allow for greater customization and personalization, as the algorithms can generate content that is tailored to the player's preferences or goals.

Overall, precedural generation is a valuable tool for video game designers and developers, as it allows them to create large, complex, and varied game content quickly and efficiently, while also providing a high level of replayability and adaptability. It is also used in other software, such as simulation and modeling programs, to generate complex and realistic environments, scenarios, and data.

What are some Examples of Procedural Generation

Some examples of procedural generation include:
  • Generating random terrain in a video game, using algorithms such as Perlin noise or fractals to create mountains, valleys, caves, and other features.
  • Creating a dungeon layout in a role-playing game, using cellular automata or other algorithms to generate a maze-like structure with rooms, corridors, and other features.
  • Generating music in a game or music application, using Markov chains or other algorithms to combine melodies, chords, and rhytms in unique and interesting ways.
  • Building a city in a simulation or strategy game, using grammars or other algorithms to generate a network of roads, buildings, and other structures.
These examples demonstrate how procedural generation can be used to create complex and varied content in video games and other software. The algorithms and rules used in procedural generation can be tailored to the specific needs and goals of the game or application, allowing for a wide range of possibilitiesand options.

Additionally, procedural generation can be combined with other techniques, such as manual design, user input, and machine learning, to create even more complex and dynamic content. For example, a game designer could use procedural generation to create a random terrain, and then use manual design to add specific landmarks, points of interest, and other details. This can provide a balance between the flexibility and variety of procedural generation, and the precision and control of manual design.

2. Basic Concepts and Algorithms

Randomness and Determinism

In procedural generation, randomness and determinism are two fundamental concepts that are used to create content algorithmically.

Randomness refers to the use of random numbers, events, or processes in the algorithms that generate the content. This can allow for greater variation and unpredictability in the generated content, and can provide a sense of exploration and discovery for the players. However, it can also lead to repetitive or uninteresting content, and make it difficult to reproduce or debug the algorithms.

On the other hand, determinism refers to the use of fixed, predetermined rules and processes in the algorithms. This can provide a consistent and predictable output, and make it easier to reproduce or debug the algorithms. However, it can also lead to repetitive or predictable content, and limit the variation and replayability of the generated content.

In procedural generation, both randomness and determinism can be used in different ways and combinations, depending on the goals and needs of the game or application. For example, a dungeon generator algorithm could use randomness to create a different layout each time, but use determinism to ensure that the layout is always solveable.

Here is a code example that shows how randomness and determinism can be combined in a procedural generation algorithm:

import random

# Define the size of the dungeon
width = 10
height = 10

# Create an empty array to store the dungeon layout
dungeon = []

for y in range(height):
    row = []
    for x in range(width):
        # Generate a random wall or floor tile
        if random.random() < 0.5:
            tile = "W" # Wall tile
        else:
            tile = "F" # Floor tile
        row.append(tile)
    dungeon.append(row)

# Use determinism to ensure that the entrance and exit are not blocked
dungeon[0][0] = "F" # Entrance
dungeon[height-1][width-1] = "F" # Exit

# Print the dungeon layout
for row in dungeon:
    print(row)

In this example, the algorithm uses randomness to generate a random layout of wall and floor tiles, but uses determinism to ensure that the entrance and exit are not blocked. This provides a balance between variation and predictability in the generated dungeon.

Perlin Noise and other Noise Functions

Perlin noise and other noise functions are commonly used in procedural generation to generate random, organic, and natural-looking patterns and textures. These functions can use mathematical algorithms to produce noise, which is a random, chaotic, and non-repeating pattern of values. The noise can be manipulated and transformed in various ways to create different shapes, structures, and effects.

Perlin noise, named after its inventor, Ken Perlin, is a type of noise function that uses gradient vectors to interpolate between random values. This allowed for the creation of smooth, continuous, and natural-looking patterns, such as terrain, clouds, and fire. Perlin noise can be adjusted using parameters such as frequency, octaves, and persistence, to control the scale, detail, and roughness of the generated pattern.

Other noise functions, such as simplex noise, Worley noise, and value noise, use different algorithms and techniques to produce noise. These functions can be used to create a wide range of patterns and textures, from smooth, flowing shapes, to sharp, jagged edges, to abstract, chaotic forms.

Cellular Automata and Fractals

Cellular automata and fractals are two algorithms that are commonly used in procedural generation to create complex, self-similar, and self-organizing patterns and structures.

Cellular automata are mathematical systems that consist of a grid of cells, each of which can be in a finite number of states, such as "on" or "off". The cells evolve over time according to a set of rules that define how the state of a cell is determined by the states of its neighbors. This process can produce complex and emergent patterns, such as cellular growth, diffusion, and segregation.

Fractals are geometric shapes that are self-similar, meaning that they are composed of smaller copies of themselves. These shapes can be generated using recursive algorithms, which repeat a set of steps or transformations on a shape or pattern, to produce a complex and detailed structure. Fractals can be found in many natural phenomena, such as coastlines, snowflakes, and trees, and can be used to create a wide range of textures, shapes, and structures in procedural generation.

Markov Chains and Grammars

Markov chains and grammars are two algorithms that are commonly used in procedural generation to create sequences, texts, and structures that have a certain level of complexity, coherence, and variation.

Markov chains are mathematical models that describe a sequence of events or states that evolve over time. A Markov chain is defined by a set of states, and a transition probability matrix that specifies the probability of transitioning from one state to another. This allowed for the generation of sequences that have a certain degree of randomness and variability, while still being constrained by the underlying rules and probabilities.

Grammars are formal systems that describe the structure and organization of a language, text, or other type of symbolic system. A grammar is defined by a set of rules that specify how the symbols in a language can be combined to form valid sentences or structures. This allowed for the generation of texts or structures that have a certain degree of complexity, coherence, and variation, while still being constrained by the underlying rules and patterns.

3. Code Examples

Generating a Random terrain using Perlin Noise

To generate a random terrain with Perlin noise, you can use the following steps:
  1. Import the noise module, which provides functions for generating Perlin noise.
    import noise
    


  2. Define the size of the terrain, in terms of the number of cells or pixels in the x and y directions.
    width = 256
    height = 256
    


  3. Create an empty array to store the terrain heights, which will be generated by the Perlin noise function.
    terrain = []
    


  4. Use a nested loop to iterate over the x and y coordinates of the terrain, and generate a random height for each cell using Perlin noise.
    for y in range(height):
        row = []
        for x in range(width):
            # Generate a random height using Perlin noise
            nx = x / width - 0.5
            ny = y / height - 0.5
            nz = 0
            height = noise.pnoise3(nx, ny, nz)
            row.append(height)
        terrain.append(row)
    


  5. Adjust the parameters of the Perlin noise function to control the scale, detail, and roughness of the generated terrain.
    height = noise.pnoise3(nx, ny, nz, octaves=4, persistence=0.5, lacunarity=2.0)
    

The final code block should look something like this:
import noise

# Define the size of the terrain
width = 256
height = 256

# Create an empty array to store the terrain heights
terrain = []

for y in range(height):
    row = []
    for x in range(width):
        # Generate a random height using Perlin noise
        nx = x / width - 0.5
        ny = y / height - 0.5
        nz = 0
        height = noise.pnoise3(nx, ny, nz, octaves=4, persistence=0.5, lacunarity=2.0)
        row.append(height)
    terrain.append(row)

# Print the terrain heights
for row in terrain:
    print(row)

This code generates a terrain with mountains, valleys, and other features, using Perlin noise to produce a random and natural-looking pattern. The noise function is adjusted using the octaves, persistence, and lacunarity parameters to control the scale, detail, and roughness of the generated terrain. This allows for the creation of a wide range of terrain shapes and textures.

Creating a Dungeon Layout with Cellular Automata

To create a dungeon layout with cellular automata, you can use the following steps:
  1. Import the random module, which provides functions for generating random numbers.
    import random
    


  2. Define the size of the dungeon, in terms of the number of cells or tiles in the x and y directions.
    width = 10
    height = 10
    


  3. Create an empty array to store the dungeon layout, which will be generated by the cellular automata algorithm.
    dungeon = []
    


  4. Use a nested loop to iterate over the x and y coordinates of the dungeon, and generate a random wall or floor tile for each cell.
    for y in range(height):
        row = []
        for x in range(width):
            if random.random() < 0.5:
                tile = "W" # Wall tile
            else:
                tile = "F" # Floor tile
            row.append(tile)
        dungeon.append(row)
    


  5. Use another nested loop to iterate over the cells of the dungeon, and apply the cellular automaton rules to determine the new state of each cell.
    for y in range(1, height-1):
        for x in range(1, width-1):
            # Count the number of floor tiles in the 3x3 neighborhood
            neighbors = 0
            for dy in [-1, 0, 1]:
                for dx in [-1, 0, 1]:
                    if dungeon[y+dy][x+dx] == "F":
                        neighbors += 1
            # Apply the cellular automaton rule to determine the new tile
            if neighbors >= 5:
                dungeon[y][x] = "F"
            else:
                dungeon[y][x] = "W"
    


  6. Use the dungeon layout array to render the dungeon on the screen, using graphics or other visulization techniques.
    for row in dungeon:
        print(row)
    


The final code block should look something like this:
import random

# Define the size of the dungeon
width = 10
height = 10

# Create an empty array to store the dungeon layout
dungeon = []

# Fill the array with random wall and floor tiles
for y in range(height):
    row = []
    for x in range(width):
        if random.random() < 0.5:
            tile = "W" # Wall tile
        else:
            tile = "F" # Floor tile
        row.append(tile)
    dungeon.append(row)

# Use cellular automata to smooth and connect the dungeon
for y in range(1, height-1):
    for x in range(1, width-1):
        # Count the number of floor tiles in the 3x3 neighborhood
        neighbors = 0
        for dy in [-1, 0, 1]:
            for dx in [-1, 0, 1]:
                if dungeon[y+dy][x+dx] == "F":
                    neighbors += 1
        # Apply the cellular automaton rule to determine the new tile
        if neighbors >= 5:
            dungeon[y][x] = "F"
        else:
            dungeon[y][x] = "W"

for row in dungeon:
    print(row)

This code generates a dungeon layout with walls, corridors, and other features, using cellular automata to smooth and connect the random layout. The cells in the dungeon grid are updated according to a simple rule that considers the number of floor tiles in the 3x3 neighborhood of each cell. This produces a more coherent and navigable dungeon layout.

Generating Music using Markov Chain

To generate music using a Markov chain, you can use the following steps:
  1. Import the random module, which provides functions for generating random numbers.
    import random
    


  2. Define the states and transition probabilities if the Markov chain, which represent the musical notes and the rules of the generated music.
    states = ["C", "D", "E", "F", "G", "A", "B"]
    transitions = [
        [0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.5],
        [0.5, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1],
        [0.1, 0.5, 0.1, 0.1, 0.1, 0.1, 0.1],
        [0.1, 0.1, 0.5, 0.1, 0.1, 0.1, 0.1],
        [0.1, 0.1, 0.1, 0.5, 0.1, 0.1, 0.1],
        [0.1, 0.1, 0.1, 0.1, 0.5, 0.1, 0.1],
        [0.1, 0.1, 0.1, 0.1, 0.1, 0.5, 0.1]
    ]
    


  3. Create an empty list to store the generated music sequence.
    music = []
    


  4. Use the random module to generate a random starting state for the Markov chain.
    state = random.choice(states)
    music.append(state)
    


  5. Use a loop to iterate over the steps of the Markov chain, and generate a new state for each step using the transition porbabilities of the current state.
    for i in range(100):
        # Get the transition probabilities of the current state
        probs = transitions[states.index(state)]
    
        # Generate a new state using the transition probabilities
        r = random.random()
        cum_prob = 0.0
        for j, prob in enumerate(probs):
            cum_prob += prob
            if r < cum_prob:
                state = states[j]
                break
    
        # Add the new state to the music sequence
        music.append(state)

The final code block should look something like this:
import random

# Define the states and transition probabilities of the Markov chain
states = ["C", "D", "E", "F", "G", "A", "B"]
transitions = [
    [0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.5],
    [0.5, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1],
    [0.1, 0.5, 0.1, 0.1, 0.1, 0.1, 0.1],
    [0.1, 0.1, 0.5, 0.1, 0.1, 0.1, 0.1],
    [0.1, 0.1, 0.1, 0.5, 0.1, 0.1, 0.1],
    [0.1, 0.1, 0.1, 0.1, 0.5, 0.1, 0.1],
    [0.1, 0.1, 0.1, 0.1, 0.1, 0.5, 0.1]
]

# Create an empty list to store the generated music sequence
music = []

# Generate a random starting state for the Markov chain
state = random.choice(states)
music.append(state)

# Generate a music sequence using the Markov chain
for i in range(100):
    # Get the transition probabilities of the current state
    probs = transitions[states.index(state)]

    # Generate a new state using the transition probabilities
    r = random.random()
    cum_prob = 0.0
    for j, prob in enumerate(probs):
        cum_prob += prob
        if r < cum_prob:
            state = states[j]
            break

    # Add the new state to the music sequence
    music.append(state)

# Print the generated music sequence
print(music)

This code generates a music sequence using a Markov chain, which is a mathematical model that describes a sequence of events or states that evolve over time. The Markov chain is defined by a set of states (the musical notes) and a transition probability matrix that specifies the probability of transitioning from one state to another. This allows for the generation of a music sequence that has a certain degree of random

Building a City using a Grammar

To build a city using a grammar, you can use the following steps:
  1. Import the random module, which provides functions for generating random numbers,
    import random
    


  2. Define the grammar rules of the city, which specify the possible building types and their arrangements.
    rules = {
        "city": ["block+"],
        "block": ["building building building building"],
        "building": ["house", "apartment", "office"]
    }
    


  3. Create an empty string to store the generated city layout.
    city = ""
    


  4. Use a recursive function to expand the grammar rules and generate the city layout.
    def expand(symbol):
        if symbol not in rules:
            return symbol
        expansions = rules[symbol]
        expansion = random.choice(expansions)
        parts = expansion.split()
        expanded = ""
        for part in parts:
            expanded += expand(part)
        return expanded
    


  5. Use the expand function to generate the city layout, starting with the top-level rule "city".
    city = expand("city")
    


  6. Use the generated city layout string to render the city on screen, using graphics or other visualization techniques.
    print(city)
    


The final code block should look something like this:
import random

rules = {
    "city": ["block+"],
    "block": ["building building building building"],
    "building": ["house", "apartment", "office"]
}

city = ""

def expand(symbol):
    if symbol not in rules:
        return symbol
    expansions = rules[symbol]
    expansion = random.choice(expansions)
    parts = expansion.split()
    expanded = ""
    for part in parts:
        expanded += expand(part)
    return expanded

city = expand("city")

print(city)

This code generates a city layout using a grammar, which is a set of rules that specify the possible building types and their arrangements. The grammar is defined by a dictionary of rules, where each key is a non-terminal symbol that can be expanded into one of the productions specified in the corresponding value. The city layout is generated using a recursive function that expands the grammar rules and produces a string of building symbols. This allows for the creation of a wide range of city layouts and structures.

4. Advanced Techniques

Seeding and replayability

Seeding is a technique used in procedural generation to produce repeatable and predictable results. A seed is a value that is used to initialize the random number generator, which is a key component of many procedural generation algorithms. By using the same seed value, the same sequence of random numbers will be generated, leading to the same procedural content. This allows for replayability, where the same procedural content can be regenerated and experienced again, with the same variability and variation as before.

Seeding is often used in video games, where players can input a seed value to generate a specific level or world, and share it with others to play the same content. This can also be used for debugging and testing, where a known seed can be used to reproduce a specific error or issue, and fix it in the code.

Here is an example of using seeding in procedural generation:
import random

# Set the seed value for the random number generator
random.seed(123)

# Generate a procedural terrain using Perlin noise
noise = generate_perlin_noise(width, height)
terrain = create_terrain(noise)

# Render the terrain on the screen
render(terrain)

In this code, the random number generator is initialized with the seed value 123, which will produce the same sequence of random numbers every time it is used. This allows for the generation of the same procedural terrain using Perlin noise, and the same terrain will be rendered on the screen. By changing the seed value, different terrain layouts can be generated and experienced.

Mixing different Algorithms

Mixing different algorithms in procedural generation is a technique used to combine the strengths and benefits of multiple algorithms, and create more complex and diverse procedural content. By using different algorithms for different parts or aspects of the content, it is possible to create more varied and interesting content, with a higher level of detail and realism.

For example, a city layout can be generated using a grammar to define the high-level structure and organization of the city, and using Perlin noise to create the detailed terrain and elevations of the city. This allows for the creation of a city with a coherent and structured layout, and a realistic and varied terrain.

Here is an example of mixing different algorithms in procedural generation:
import random

# Define the grammar rules of the city
rules = {
    "city": ["block+"],
    "block": ["building building building building"],
    "building": ["house", "apartment", "office"]
}

# Generate a city layout using the grammar
city = ""
def expand(symbol):
    if symbol not in rules:
        return symbol
    expansions = rules[symbol]
    expansion = random.choice(expansions)
    parts = expansion.split()
    expanded = ""
    for part in parts:
        expanded += expand(part)
    return expanded
city = expand("city")

# Generate a procedural terrain using Perlin noise
width = 10
height = 10
noise = generate_perlin_noise(width, height)
terrain = create_terrain(noise)

# Combine the city layout and terrain to create the final city
city_terrain = []
for y in range(height):
    row = []
    for x in range(width):
        if city[y][x] == " ":
            tile = terrain[y][x]
        else:
            tile = city[y][x]
        row.append(tile)
    city_terrain.append(row)

# Render the city on the screen
render(city_terrain)

In this code, the city layout is generated using a grammar, and the terrain is generated using Perlin noise. The two are then combined to create the final city, which has a structured layout and a realistic terrain. By mixing different algorithms, a more complex and diverse procedural content can be created.

Generating Content based on User Input

One common way to generate content based on user input is to use a random number generator to create a seed value, which is then used as the starting point for the procedural generation algorithm. The user's input can be used to modify the seed value, resulting in a unique starting point for the generation process. For example, the following code shows how a seed value can be generated using a user's input and some constants:
seed = user_input * some_constant + another_constant

Once the seed value has been generated, it can be used to initialize the random number generator, which will be used to generate the content. The generated content can then be modified or filtered based on the user's input, allowing for a high degree of customization and control over the final output.

For example, in a game with procedurally generated levels, the user's input could be used to control the overall difficulty of the levels. This could be done by using the user's input to adjust the probability of generating certain types of enemies or hazards, or by using it to control the distribution of power-ups and other beneficial items. The following code shows an example of how this could be implemented using a simple if-else statement:
if (user_input == "easy") {
  // Generate levels with fewer enemies and more power-ups
} else if (user_input == "medium") {
  // Generate levels with a balanced number of enemies and power-ups
} else if (user_input == "hard") {
  // Generate levels with more enemies and fewer power-ups
}

Overall, the use of user input in procedural generation allows for the creation of unique, customizable content that can be tailored to the individual user's preference and needs. This can result in a more engaging and enjoyable experience for the user, as well a more efficient and cost-effective development process for the creator.

Using Machine Learning for Procedural Generation

A big collection of images, textures, and other data that describe the desired output of the procedural generation system can be used to train a model in order to apply machine learning for procedural generation. For instance, you might train a model on a dataset of photos and textures of forests, mountains, caves, and other natural locations if you are creating a game set in a fantasy world.

Once the model is trained, it can be used to generate new, unique content for the game. For example, when the player enters a new area of the game world, the procedural generation system could use the trained model to generate a unique forest with distinct trees, rocks, and other features. This could be done using a technique known as "style transfer" where the model is used to transfer the style of the training data onto random noise to create new, unique images.

Here is an example of code that could be used to implement this approach to procedural generation using a machine learning model:
lol

In this code, we first import the `tensorflow` libriary and load the trained machine learning model. Then, we generate a random noise image with the same shape as the training data (in this case, a 256x256 image with 3 color channels). Finally, we use the trained model to transfer the style of the training data onto the noise image, producing a unique, generated image.

Using machine learning for procedural generation can greatly enhance the realism and complexity of the generated content, making it possible to create highly detailed and unique game environments and objects on the fly.

5. Conclusion

The Benefits and Limitations of Procedural Generation

Procedural generation has a number of benefits, including the ability to create a virtually limitless amount of content, the ability to generate unique and varied content, and the ability to create content quickly and efficiently. However, there are also limitations to procedural generations. One major limitation is that the quality of the generated content is not always consistent, and it can be difficult to ensure that the generated content is of a high quality. Additionally, the content generated using procedural generation may not be as nuanced or detailed as content that is created manually. Overall, while procedural generation offers a number of advantages, it is important for developers to carefully consider its limitations when deciding whether or not to use it in their projects.

The Future of Procedural Generation in Video Games and other Applications

Procedural generation is a technique that has been used in the video game industry for several decades, and it is likely to continue to be a popular approach in the future. One area where we may see increased use of precedural generation is in the creation of virtual worlds. As virtual reality technology continues to advance, the ability to generate vast, detailed virtual environments algorithmically will become increasingly important, as it will allow developers to create rich, immersive experiences without requiring massive amounts of manual labor.

Another area where we may see the use of procedural generation, is in the development of non-player characters (NPCs). Currently, many NPCs in video games are fairly simplistic and lack the depth and complexity of human behaviour. However, with the use of machine learning and other advanced techniques, it may be possible to generate NPCs that are more realistic and believeable. This could lead to more engaging and dynamic gameplay experiences.

In addition to video games, procedural generation could also be used in other applications, such as in the creation of digital art and music. For example, algorithms could be used to generate unique and varied paintings or music compositions, allowing artists and musicians to explore new creative possibilities.

In conclusion, the future of procedural generation is likely to be an exciting one, as advances in technology continue to expand the capabilities of this powerful technique. As developers continue to push the boundaries of what is possible with procedural generation, we can expect to see a wide range of new and innovative applications in the coming years.

A Thank You

Thank you so much for reading this article on procedural generation. I hope you have found the information provided to be interesting and informative.

I hope that you have gained some new insight or knowledge from reading this, and that you have come away with a better understanding of procedural generation. I strive to provide high-quality content that is both engaging and informative, and I am always grateful for the opportunity to share my knowledge with others.

If you have enjoyed reading this, I would love to hear from you in the comments. Please feel free to leave a comment with your thoughts, suggestions, or feedback. I value your input and appriciate your engagement.

If there are any other topics that you would like to read about, please let me know. I am always looking for new ideas and inspiration, and I would be happy to explore any topics that may be of interest to you.

Once again, I am truly grateful for your time and attention, and I hope that you have found it to be worthwhile.

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