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Random Map Generator

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Krom

User avatar

KaM Remake Developer

Posts: 3158

Joined: 09 May 2006, 22:00

Location: Russia

KaM Skill Level: Fair

Post 11 Aug 2017, 06:52

Re: Random Map Generator

In the MapEd you are free to call Random as it never intersects with the gameplay state ;-)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Strangelove

User avatar

Crossbowman

Posts: 210

Joined: 30 Jul 2013, 06:32

KaM Skill Level: Fair

Post 13 Aug 2017, 16:59

Re: Random Map Generator

This is awesome! I tried to program something like that with dynamic script a while ago - was a nightmare tho haha. Keep up the good work! :D
Love the Bomb!

Campaign viewtopic.php?f=5&t=1749
MultiplayerMaps viewtopic.php?f=5&t=2302
AutoComplete viewtopic.php?f=32&t=2722
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tuvius

Peasant

Posts: 2

Joined: 04 Oct 2016, 14:53

KaM Skill Level: Average

Post 25 Sep 2017, 19:09

Re: Random Map Generator

Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?
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sado1

User avatar

Moorbach's Guard

Posts: 1301

Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 26 Sep 2017, 09:26

Re: Random Map Generator

tuvius wrote:Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?

The Remake development was picked up a few months ago by a new person and is not stopped anymore :D This map generator was planned to be included, from what I understand.
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Rey

Pikeman

Posts: 164

Joined: 12 Oct 2016, 07:41

Location: Moscow

KaM Skill Level: Skilled

Post 26 Sep 2017, 11:19

Re: Random Map Generator

tuvius wrote:Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?

Yes, we have plans for new release, not sure when though.
And yes we want RMG to be included into it. Toxic is working on new AI, as far as I know, so lets just wait.
For now RMG is working as part of MapEditor, but It would be better if we can use it as a new game mode.
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tuvius

Peasant

Posts: 2

Joined: 04 Oct 2016, 14:53

KaM Skill Level: Average

Post 26 Sep 2017, 15:38

Re: Random Map Generator

Thats great news, something to wait for.
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Toxic

Recruit

Posts: 36

Joined: 22 Feb 2017, 19:04

Post 15 Oct 2017, 16:31

Re: Random Map Generator

Rey wrote:For now RMG is working as part of MapEditor...

The main part of the RMG is finished. I am waiting for new textures (transitions of resources ... especially for stone).

The RMG generates a complete map (255x255 tiles) in ~109 millisecond on my PC (CPU: 4 cores 4,6 GHz) so there is potential for new ideas. For example I will maybe create better algorithm for generator of non-walk textures (currently is used modification random walk in Voronoi diagram).

There is also problem with the balance - we want to generate resources randomly but we also want the same count of mine locs => so here is this "stupid" requirement: generate something randomly but it must be always same :? . In the worst case I will use no-build objects or different textures to achieve balanced maps but I still think that some better idea will be born in my head. :wink:

Rey wrote:... but It would be better if we can use it as a new game mode.

Some parts of the code are for me "black box" (I don't want to read / understand it because it takes time (H) ) so the preparation of the new game mode must be made by someone who knows something about it. But it should not be hard - the RMG just replaces data of a map.
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Toxic

Recruit

Posts: 36

Joined: 22 Feb 2017, 19:04

Post 30 Nov 2017, 19:40

Re: Random Map Generator

Mines are fixed:

Image

... so many efforts had to be done to achieve this (generation of random shapes [Voronoi diagram] -> detection of free space [generator of points inside circle in Polar coordinates and transformation back to Cartesian system + evaluation of surrounding tiles and finding best loc] -> merge of shapes -> checking of quantity [quick fill algorithm] -> shape fixer [remove sharp tiles in edges] -> cellular automaton [rearrangement of tiles to be able to create smooth transitions] -> mine fixer [add tiles to be able to place mine]) and yet such stupidity.
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Krom

User avatar

KaM Remake Developer

Posts: 3158

Joined: 09 May 2006, 22:00

Location: Russia

KaM Skill Level: Fair

Post 01 Dec 2017, 15:41

Re: Random Map Generator

I share your emotion.
Making AI (akin to RMG) to work is a huge effort that goes largely unnoticed.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Rey

Pikeman

Posts: 164

Joined: 12 Oct 2016, 07:41

Location: Moscow

KaM Skill Level: Skilled

Post 02 Dec 2017, 00:58

Re: Random Map Generator

Well, I hope we can finally make it really usefull, so all your efforts, Toxic, will be rewarded with years of game time spent in your RMG mode
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Toxic

Recruit

Posts: 36

Joined: 22 Feb 2017, 19:04

Post 02 Dec 2017, 09:15

Re: Random Map Generator

Krom wrote:Making AI (akin to RMG) to work is a huge effort that goes largely unnoticed.

I generaly agree but in my case that is actually not true. I have got several personal messages about ideas / questions from other people (for example Decimo offered me his help with Genetic Algorithm for the AI).

My point was about fact that I could replace all those stuff (shape editation) with the following code:
  Code:
KMPoint := GetFreeSpace();
for Y := KMPoint.Y to KMPoint.Y + MINE_HEIGHT do
for X := KMPoint.X to KMPoint.X + MINE_WIDTH do
  Tile2Array[Y,X] := MINE_TILE;

and the result will be same :lol: .

Edit: because this page is loaded quite fast I will put there another examples of generated maps to avoid this strange behaviour :wink:
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