map fairness test
Horn Gábor <Horn.Gabor-/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Hi! I often hear (and say:) after games on pubserver that "a better map generator would be very good". As a first step i think we need to find a way to automatically measure/judge islands. It's not an easy task even for humans, there're many aspects of this (now i only talk about gen2, and similar maps, others would be even more complicated and they aren't in my focus now). A short list of things should be measured: 1, terrain/specials in 3-4 tiles from starting "round" (dispersion) 2, summarized and weighted (due to distance from starting pos) amount of food/prod/trade for the main island 3, quality of starting position within the island 4, distance and "quality" of expansion islands in explorer sight 5, distance and "quality" of expansion islands in trireme sight 6, distance and "quality" of expansion islands in "close" distance (weighted due to distance) 7, global "landmass", long term expansion possibilties 8, other parameters like sci bonus at start, inner lakes, shortcut possibilities, etc... To start somewhere, i try to make a PHP page with which we, the players can find a good algorithm for this judging of islands (sorry i can develop much faster in PHP than C, and it's easier to publish w/ it for the time we try to find the proper algorithm). Then hopefully we can give clear algorithm for the devs, so it might be implemented. It would be a bless! i started to write the page, here u can see it: http://pubserver.freeciv.org/~hirisov/mapcheck/ I used the game #258126 (in case u wanna check/help with it). It currently knows the following (basic) things: 1, it uses the savegame (best at -3950, even would be better the -4000 when people haven't moved yet, but there's no such savegame on pubserver...would it be possible maybe?) 2, it recognizes type and possibly specials/rivers for the tiles. 3, it recognizes which tiles form an island It displays the info about the tile: --------------------------- | type(island_number) | | food-production-trade | --------------------------- type: w-water, g-grassland, p-plain, h-hill, m-mountain, f-forest, s-swamp, d-desert, a-glacier, j-jungle, t-tundra island number: all different island should have different number. all tiles of an island should have the same number. water tiles doesn't belong to any island, their island__number is 0. food-production-trade is w/ the specials but w/o any infrastructure or goverment bonus. To make it easier to view i don't draw the empty (=no special) water tiles. Background of tiles represents the specials/waters (green special1, blue special2, stronger color means river, strongest color means river+special) It's just the begining of this, just wanted to inform you. Hopefully we can find a proper algorithm for it. bye, hirisov ps.: anybody's help who thinks can help w/ the formula is wellcome