in case it's not clear: procedural generation is a term used in game design whereby a human-authored algorithm takes a random seed value (a big random number like 123908516 for example) and deterministically generates game content from that. this does not involve training a neural network, these algorithms are painstakingly crafted by hand to create the desired output, do not require anyone else's content to make, and this technique is over 40 years old
it's used in games like nethack (1987) https://en.wikipedia.org/wiki/NetHack, elite (1984) https://en.wikipedia.org/wiki/Elite_(video_game), minecraft (2011), dwarf fortress (2006) https://en.wikipedia.org/wiki/Dwarf_Fortress, rimworld (2018) https://en.wikipedia.org/wiki/RimWorld and many, many more
the fact that people are conflating procedural generation in game design which has a long and treasured history with "AI" slop is fucking tragic
@eniko The Deep Rock Galactic people recently posted an explanation of their cave generation which goes reasonably deep and shows pretty nicely how much human input is needed there.
In short: They do hand-made rooms and modify them, and take into account the mission type, biome and a bunch of other stuff.
(edit: link directly to post)