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Archived from groups: rec.games.roguelike.development (More info?)
For the last few days I've been attempting to tackle the problem of
algorithmically dividing the space within an irregular area (such as the map of
a cavern, for example) into seperate, defined areas, such as chambers and
corridors. However, this seems to be far more complicated than I originally
anticipated.
What I hoped is that the initial layout of the map could be generated using
cellural automata, or a similar approach that produces good cave-like maps,
then analyse the map to determine large open areas and the graph of their
connectivity to aid in the placement of features. For example, sticking a
treasure cache in an sheltered alcove inside a larger chamber, preferentially
placing items and larger groups of creatures inside rooms as opposed to
tunnels, or finding the relative center of a larger area to place a man-made
feature, such as an alter and its surrounding edifice, perhaps worshiped by the
tribe of orcs who inhabit this particular cavern, ect.
Sadly, it seems that the more time I spend on this problem, the more difficult
it actually becomes. For any set of rules or procedures I devise to define a
room or trace its approximate outline, it is easily defeated by the next map I
throw at it. Virtually anything that I've yet thought of works only for a small
subset of potential layouts. I suppose this is probably inevitable given a
computer's difficulty with fuzzy pattern matching, but I'd still like to think
the problem is not so insurmountable, and that I'm simply missing something.
I've been without any access to the internet on a consistant basis for the last
couple months, so I've not had much opportunity to perform much research thus
far. Of course, I doubt that one could find a paper on such a specific topic as
this, but something of even passing relevance that might provide some insight or
inspiration would be helpful.
I was wondering if anyone here might be able to point me in the direction of
some potentially relevant material that you might be aware of, or share any
ideas on the subject.
For the last few days I've been attempting to tackle the problem of
algorithmically dividing the space within an irregular area (such as the map of
a cavern, for example) into seperate, defined areas, such as chambers and
corridors. However, this seems to be far more complicated than I originally
anticipated.
What I hoped is that the initial layout of the map could be generated using
cellural automata, or a similar approach that produces good cave-like maps,
then analyse the map to determine large open areas and the graph of their
connectivity to aid in the placement of features. For example, sticking a
treasure cache in an sheltered alcove inside a larger chamber, preferentially
placing items and larger groups of creatures inside rooms as opposed to
tunnels, or finding the relative center of a larger area to place a man-made
feature, such as an alter and its surrounding edifice, perhaps worshiped by the
tribe of orcs who inhabit this particular cavern, ect.
Sadly, it seems that the more time I spend on this problem, the more difficult
it actually becomes. For any set of rules or procedures I devise to define a
room or trace its approximate outline, it is easily defeated by the next map I
throw at it. Virtually anything that I've yet thought of works only for a small
subset of potential layouts. I suppose this is probably inevitable given a
computer's difficulty with fuzzy pattern matching, but I'd still like to think
the problem is not so insurmountable, and that I'm simply missing something.
I've been without any access to the internet on a consistant basis for the last
couple months, so I've not had much opportunity to perform much research thus
far. Of course, I doubt that one could find a paper on such a specific topic as
this, but something of even passing relevance that might provide some insight or
inspiration would be helpful.
I was wondering if anyone here might be able to point me in the direction of
some potentially relevant material that you might be aware of, or share any
ideas on the subject.