Oh yes, that's exactly it! I even did not know it's called like this or did not read any theory before implementing it. I came up with all the ideas myself.
And yes, I already saw your attempt for a random map generator.
I agree with you. But as I said, I still have plenty of ideas how to improve it, so it will hopefully get much better. This is just the first version I came up with which is creating valid terrain (by valid terrain I mean that all areas - sand, rock - are properly enclosed and there are no tile errors). It just generates the terrain in blind way, not considering anything like size of rock area and other things. This is purely random, only based on fixed probability weight of certain block types (i.e. straight rock cliff block has 10 times more chance to generate than rock-to-sand cliff transition block, but there is no context and surrounding tiles considered).
Anyway, I will provide a preview version of the editor, so you can look how exactly it works and better understand the algorithm and possibly give some suggestions:
D2kEditor_randomgen_v1.zip
Copy BLOXBGBS.ini into Tilesets folder before starting the program. Then create a new empty map and make sure to select BLOXBGBS tileset. Go to terrain editing mode and select any block preset (for example some rock cliff block). Place the block on map. By placing the block you place a "seed" block, which will then extend to more terrain in next steps. You can run manual single step by pressing "Num +" key. You can forcefully undo last step by pressing "Num -", then next step will generate a different block.
If you place a block while holding Shift key, it will automatically run until it ends up by generating whole terrain. Press "Num *" to reset internal structures, so that clean map will be rendered without those crosses and marks.
Have fun!