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This repository has been archived by the owner on Jun 23, 2019. It is now read-only.
Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
Abstract:
This paper presents a generic algorithm for constructing balanced multiplayer maps for strategy games. It focuses on the placement of so-called \emph{strategic features} -- map objects that have the crucial impact on the gameplay, usually providing benefits for players who control them.
The algorithm begins with constructing a logical layout of the map from the perspective of a single player. We use a novel approach based on the graph grammars, where rules do not add new features but are initially constrained by the content of the start node, which simplifies their construction. To introduce other players' space, the single-player graph is multiplied and partially merged. The result is transformed into the actual grid by combining Voronoi diagrams with Sammon mapping. Finally, strategic features are arranged on the map using evolutionary search to ensure fairness.
We implemented the proposed method in a map generator which we are developing for the popular strategy game \emph{Heroes of Might and Magic III}. We also point out how this approach can be adapted to other games e.g.\ from StarCraft, WarCraft, or Anno series.
Jak ktoś zauważy jakies błędy lub ma propozycje zmian niech wyedytuje w pracy i da znać.
Abstract trzeba wysłać do 01.03.
(powiązane z #54 )
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