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Automatically generated StarCraft maps - Page 2

Forum Index > BW General
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Myles
Profile Blog Joined March 2010
United States5162 Posts
July 18 2011 23:15 GMT
#21
As others have said, none of the maps are symmetrical and only the last few even start to get the initial bases close to fair. I would definitely agree to do 2 player maps rather than 3 player, not even humans can get those things perfect all the time.
Moderator
Playguuu
Profile Joined April 2010
United States926 Posts
Last Edited: 2011-07-18 23:36:32
July 18 2011 23:34 GMT
#22
Cool concept, but nothing resembling balanced. Wouldn't it be easier to do 2 or 4 player maps? It seems like it would be easier to mirror everything so even if you don't have an optimal layout you get reasonable starting areas.

It might be useful to look at played maps and try and mimic the distances between the key points of the map, like distance to base to base, natural to natural, secondary Tertiary bases.
I used to be just like you, then I took a sweetroll to the knee.
trackd00r
Profile Blog Joined November 2009
Chile284 Posts
Last Edited: 2011-07-19 00:09:52
July 18 2011 23:49 GMT
#23
The idea sounds really nice

It might take a lot of time but if you make it with ultimate balance and pathing it would be a very good achievement for BW players and a big step for RTS gaming. Cool stuff.
''They put signs, but I can't read''
togelius
Profile Joined July 2011
Sweden2 Posts
July 19 2011 00:02 GMT
#24
Wow, that's a lot of responses in a short time! Thanks a lot - I hope all of you take the survey as well, and fill out the comment field so we can have your input nicely collected in our database, and include in our next paper on this.

While I know all of you know StarCraft better than you do (and most of you probably better than my co-authors do) there are a few things that puzzle me.

In particular, I wonder about symmetry. The argument I hear is that maps are never fair unless they are symmetric. I personally think symmetric maps are boring - symmetry means that you know exactly how the enemy's territory looks even before visiting it. (Of course, if you play the same map over and over there you would know what the enemy's home territory looks like anyway - but our idea is that with automatic map generation, you would never need to play the same map more than once, like in Civilization.) What we are trying to do is to measure and optimize various types of balance so that maps can be balanced without being symmetric. I realize this is quite hard to achieve, but we need to start somewhere.

As for the comments that we should have started with two-player maps rather than three-player maps: you are probably right. But we wanted a challenge. And the nice thing about three-player maps is that it is impossible to make them perfectly symmetric.

A note about the maps: all the maps have a single level only (no ramps etc) and consist only of ground and mountains/cliffs. I'm sorry that we apparently didn't get the textures right...

Thanks a lot for your comments, we will read all of them - keep them coming!
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
July 19 2011 00:04 GMT
#25
moved to broodwar general.

Seems really exciting though ^^ Great to see that research and innovation is still happening in this space.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Myles
Profile Blog Joined March 2010
United States5162 Posts
Last Edited: 2011-07-19 00:12:15
July 19 2011 00:06 GMT
#26
togelius,

I agree you probably don't need perfect symmetry for your maps as you have a different target audience than what everyone here is used to, but I do think you need general symmetry. I don't see how you'll overcome the huge difference in initial advantage that a choke provides compared to an open base.

edit: Although something I saw in your maps and it struck me as kinda cool, a huge impassible terrain that provides a choke, but it's so far away from the base it 'protects' that it's not really possible to wall it efficiently. This makes from interesting non-symmetry that doesn't give one player a huge advantage. I'll still agree with my initial point though, having a direct choke into someone's base while another player doesn't seems impossible to make fair.
Moderator
Rembot
Profile Joined March 2011
United States137 Posts
July 19 2011 00:11 GMT
#27
You have to take into account that different races values different terrain features differently when you're working with your algorithm.

Many differents...
"Ring ring ring ring ring ring ring..... banana phone!"
xarthaz
Profile Blog Joined August 2010
1704 Posts
Last Edited: 2011-07-19 00:26:53
July 19 2011 00:22 GMT
#28
Guys, map being symmetric is only imprtant in the case of perfect information. Which is the case for korean proscene with thousands of hours of practice on all maps. In the case of extremely limited information, like no preknowledge of map, symmetry is quite secondary to impulsive adaption to uncertain conditions.

But the problem with maps THIS open is that zerg can just dominate every game with speedlings. Terran and Protoss t1 units have no chance against them without tight choked bases.
Aah thats the stuff..
zappa372
Profile Blog Joined June 2010
Chile365 Posts
July 19 2011 00:30 GMT
#29
The maps were too assymetrical, take a look at the current korean map pool, they're good maps. GL on your investigation
EE HAN TIMING!
Kerotan
Profile Blog Joined May 2008
England2109 Posts
July 19 2011 00:45 GMT
#30
[image loading]
This was one of the most interesting maps that it chewed out, quite unlike any of the other ones I got.
The layout of the chokes, with a little tweaking could make something legitimate, my biggest problem is the proximity of minerals to the starting bases, in everycase, the mining times would be drastically different, and one player would be very far ahead of another in the first 2 minutes.
Really interesting project however, good luck in your further investigation.
Nerdette // External revolution - Internal revolution // Fabulous // I raise my hands to heaven of curiosity // I don't know what to ask for // What has it got for me? // Kerribear
.Aar
Profile Joined September 2010
2177 Posts
Last Edited: 2011-07-19 00:48:16
July 19 2011 00:47 GMT
#31
Not really sure how to answer these questions.

"Fair resource distribution" - is that relative to each base, including expansions? Or is it just talking about the mins/vespene next to the starting bases? Also, concerning "distribution" - all the bases appear to have the same number of resources, but the mins/vespene are of varying distance from the nexus, so some bases would get resources faster. Is that "fair"?

"This map has choke points" - Existence of choke points or fair choke points?

Good luck in your project!

edit: sp
now run into the setting sun, and suffer, but don't mess up your hair.
YumYumGranola
Profile Joined June 2011
Canada346 Posts
July 19 2011 00:52 GMT
#32
Good idea, the idea of randomly generated maps is a really cool one. Unfortunately you're probably going to have to make it random with some strict guidelines for it to be fair.

1. Symmetry, sorry but it has to exist for it to be fair. Randomly generate a quarter/third/half of the map and put one starting point on it, then copy it 4/3/2 times to have your map. This can make simple designs seem more intricate and interesting as well. Think cutting out a snowflake shape in paper.

2. SC generally requires a natural that is close distance for it to be fair for the less mobile races. There should be a starting base with somewhat of a choke into a natural expansion rule.

If you incorporate this kind of thing into your maps it'll make them far more playable. I really like that somebody is researching this because it'd be so cool to have randomly generated maps making each game unique, but those maps kindof look like my 9 year old cousins attempt at making a SC map. Keep trying, but unfortunately you can't have it completely random and have it be playable or fair.
Frigo
Profile Joined August 2009
Hungary1023 Posts
Last Edited: 2011-07-19 00:56:02
July 19 2011 00:54 GMT
#33
In general - Left can wall off and take way too much crap without punishment, even take additional crap right outside his choke. Right is too far away from anything, especially his second gas, and a lot of times has to choose between a wide open mineral only or 1/2 gas expo. Bottom enjoys larger rushing distances, but has no space whatsoever in his main, and is fragmented and wide open for any kind of harassment.

I would have used "How imbalanced is this map on a scale of 100 to over 9000" and "Is Left imba? Fuck yes / Hell yeah!" and "Is this map frustrating? Yup / Well duh" options to rate them.

I liked only the 5th map, but just because Right and Bottom can battle over that 3 gas expo.
http://www.fimfiction.net/user/Treasure_Chest
Snackysnacks
Profile Joined December 2010
United States411 Posts
Last Edited: 2011-07-19 00:59:29
July 19 2011 00:57 GMT
#34
On July 19 2011 08:01 Stenstyren wrote:
Starcraft is played on mirrored maps and your algorithm does not seem to take that into account. Every starting position needs to look exactly the same and have the exact same distance to the natural etc. Otherwise the game will be extremely imbalanced.

Well, not so much in Immersive maps, but the algorithm lost alot of basic points.

Im not sure if we all get the same map to judge, but take a look at number 4, i can see major turtling from the 9 o-clock start, but in my head, adjusting the map alittle (two players) moving resources about, i started imaging a PVT on that map, Terran making choices such as wraiths, mass goliath (counter carrier mass) strong bio-tank and going for a deathpush, i started picturing observers with templars storming over the ridge, reavers and shield batteries holding chokes, drops and air from protoss.
I started getting nerd chills.

These maps COULD very work well in a casual, lan environment, imagine that you sit with a group of buddies, you roll a map, air vs turtle, then come up on the spot a gameplan and play.

Though, i think this needs to stay FAR FAR away from 3 starting locations, or else its asking to be mirrored.
EDIT:
I didnt know you could take the picture from the thing, i ment this map
http://itu.dk/people/cogr/starcraft_experiment/img/EvoMap6.png
Just start twisting a few mineral locations around, walls/cliffs, make 2 players, could be entertaining.
(╯°□°)╯︵ ┻━┻
Empyrean
Profile Blog Joined September 2004
16993 Posts
July 19 2011 00:58 GMT
#35
This is really cool

My independent study project next year is to use Markov Chains and genetic algorithms to compose Bach chorales :D
Moderator
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
July 19 2011 01:00 GMT
#36
Most people seem to be forgetting maps like Fantasy II. Making a somewhat balanced map while eschewing symmetry is difficult but not impossible. In the context of the maps generated so far, however, there's a lot of progress to be made. There are many common features for almost all modern maps, symmetry or not.

[image loading]
I'm not as thunk as dreople pink I am.
Frigo
Profile Joined August 2009
Hungary1023 Posts
Last Edited: 2011-07-19 01:07:39
July 19 2011 01:03 GMT
#37
OP you might try to ask a few map authors, I am pretty sure they would be eager to give you some advice in your project regarding map layout and balance.

Edit: A more complex task would be the creation of a simulator that plays CPUs on the generated maps and rates them according to positional and racial balance.
http://www.fimfiction.net/user/Treasure_Chest
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
July 19 2011 01:03 GMT
#38
I stopped after 3. Those maps were mega imbalanced due to spawn positions.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Snackysnacks
Profile Joined December 2010
United States411 Posts
July 19 2011 01:04 GMT
#39
On July 19 2011 10:00 Bwenjarin Raffrack wrote:
Most people seem to be forgetting maps like Fantasy II. Making a somewhat balanced map while eschewing symmetry is difficult but not impossible. In the context of the maps generated so far, however, there's a lot of progress to be made. There are many common features for almost all modern maps, symmetry or not.

Oh god was that map beautiful. Just like that picture, the starting locations need to support game plans to take out other locations.
Im thinking the algorythm, seperated into 3 parts (for each spawning location, if you are deadset on 3player maps) could take into account of different playstyles such as air, turtleing, fast expansions and that sort of jazz, the you plug 3 gameplans/bases into a map, see how that looks.
(╯°□°)╯︵ ┻━┻
Yurie
Profile Blog Joined August 2010
11875 Posts
Last Edited: 2011-07-19 01:32:56
July 19 2011 01:22 GMT
#40
Is there a tool in BW that compares maps by things like rush distances, main base space and so on? What are the spans of fun playable maps for the variables?

As for this. Top left would win on most of the maps, no problem. Having a choke and large main is huge in most RTS games.

Some game designs ignore the chokes or the main size. I can't think of any that ignores both except for 4x type of games that still has chokes/defenders advantage to a certain degree.


The only way I see these maps working is if the miners move to the minerals and then sit on them. Per the wc3 tree mining of night elves or undead gold. After that you have to have a game design where the majority of units ignore chokes. Thus most units have to be flyers/diggers, removing most importance from the chokes.

Perhaps the top tier units are effected by chokes, that would still give them meaning.

I can't think of a single game like this though.

I liked the random maps in RA (I think it was this c&c game) and AOE2.
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