- distance (in steps not a line, prefer closer ones)
- monsters (prefer monsters of same level, boss monsters even more so)
- loot (likes loot, higher level loot even more so)
- unexplored areas (prefers ones with the fog over them)
Then we pick the best scoring one and head towards it (not always reachable this turn).
In testing at some point in development we had a situation where your hero could get stuck in a loop of forever going back and forth between a corridor and a dead end room because they were too scared of the third connecting room which had a high level monster in it. Since there were no exits to build new rooms for them and because at the time you weren't allowed place down monsters on rooms that you had previously explored (a rule we've since taken out) you were basically stuck.
At the time we solved this by adding a strong negative score to the room your hero has JUST been in. So that's what happened with your screenshot.
Funnily enou
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