I mean in a reverse way Minecraft does this to some extent, beyond you're going seed to world, not world to seed - and there are worlds with no seed that will make them.
I mean in a reverse way Minecraft does this to some extent, beyond you're going seed to world, not world to seed - and there are worlds with no seed that will make them.
Conversely, if you have say a 32-bit seed, then by definition you can only generate 2^32 different files (and their prefixes, if a length is also included) - meaning you CAN "compress" all possible 4-byte files into "their" 32-bit seed. Thats it.
Bottomline: this will _in-general_ not result in any compression at all.
I think the concept sounds similar to Kolmogorov complexity[1], but in general I think software solutions can always be represented in different ways where there is a tradeoff between space and time in some way.