I followed a tutorial once before to make a dungeon generator in geometry nodes, and I wanted to take a crack at making my own following a different paradigm. My idea was to create a black and white texture, apply that to a grid that would interpret each cell as "open" or "closed", and then for each open cell it would look at its neighbors to determine which kind of block to put there. Did a rough test as a learning exercise where it simply goes over each cell and gives it +1 point for being open and +1 additional point for every open cell that's directly adjacent. Figuring out how a face can get any information about its neighbors was harder than I thought, but not impossible (at least not on a mesh that's a nice flat grid) but thinking about the logic tree it'll need to be fully functional, we'll see if I wind up pursuing this project further.