Perlin Hunter 3 is an automatic tile layout generator that I'm working on. It will be able to produce random levels (tile layouts) with one click.
There hasn't been much progress up until now (late April 2018).
The most recent progress involves a version of the algorithm that picks tiles by scanning to see which tiles are possible before each choice is made. Unfortunately, this means that the algorithm can fail to find a solution to the tiles grid -- sometimes the choices that it makes lead to a "zero" in the search graph.
Not only does the current version have failures, it's also EXTREMELY SLOW. The computation takes multiple (width x height) scans for each tile in the level, resulting in O(n^4) complexity. This means that, while a 16x16 tile level takes around 20 seconds to generate a full solution, anything bigger (say, a 20x40) starts to take hours instead of minutes. Adding to the slowness, the time of each scan goes up the more tiles are in the input tileset.
The current version of Perlin Hunter 3 has been tested on Factory, Jungles, and Temples tilesets. Factory and Temples seem to work OK, but Jungles have a super-high-complexity matching graph, resulting in the algorithm not being able to find a solution nearly 100% of the time.
The algorithm will require a heavy redesign before it will be ready for regular use. Right now it's far too slow/clunky.
Here are a few good examples generated from the Temples tileset:

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