Random Map Generation and Transport Unit AI for Strategy by grapieroo6


									Random Map Generation and
Transport Unit AI for Strategy

        By Russell Kuchar
         Random Map Generation
           Focusing on Empire Earth (RTS)
• A system must generate maps for tile-based, real
  time strategy games for 2-16 players
• Must be fair with land and resources
• Maps of the same size, type, and number of players
  must be similar but allow for different results
• 7 different types: continental, large islands, small
  islands, highlands, plains,
  tournament islands, and
• 6 different sizes: tiny, small,
  medium, large, huge, and
                Basic Solution
• Map Generation uses: number of players, number of
  teams, map size, map climate, type of random map,
  and random number seed
• Players are placed on a blank map, teammates are
  placed adjacent, enemies opposite and symmetrical
• Land is built around the players, flat land as well as
  rough terrain, then water fills the remaining area
• Resources are added evenly for each player
• Map is colored and textured
• Player starting units and buildings are placed
           Scripts and Testing
• Application is tested by creating an array of
  all possible combinations of the map
  generation results
• Combines all land water arrays, height map
  arrays, and flat map arrays
• Scripting languages allow for different map
  variations with only small changes
• Uses master scripts for each map type and
  different subscripts for each map size
            Player Placement
• First step in map generation is player placement
• An algorithm is used to place players around the
  map in an optimal position
• Algorithm does place players in predictable
  positions, but keeps map balanced
• Teammates are placed into adjacent positions
• Dummy players are created for the purpose of map
  generation to create additional, unclaimed,
  resource-rich areas for the growth of player’s
               Clump Details
• Fair land allocation is a priority
• Land must have a natural appearance
• Land is grown in the map generator in clumps
• Clumps are defined by a clump size, number of
  clumps, and clump chaos level
• Uses the completion method, growing a clump tile
  by tile, and the step method, growing a clump one
  tile per iteration
• Clumps grow to their clump size, with the specified
  number of clumps and as random as the chaos level
                 Clump Details
• A land clump is created for each player
• Land Clumps
  – Uses step method to ensure equal land for each player
    and ensuring that no player’s clump surrounds another
  – Land clumps are restricted to a certain distance from a
    player’s starting position and cannot overtake opponent’s
    land clumps
                  Clump Details
• Island Land Clumps:
  – Land clumps are restricted
    to a certain distance from
    opponent’s land

• Flat Elevation Clumps:
  – Flat land is created within
    a player’s existing land
  – Ensures each player has
    adequate flat land to build
             Height Map Details
• After land is grown, realistic terrain is added
• Fractals generate realistic looking elevation using
  map attributes resulting in height map array
• Filter is applied to smooth out jagged terrain artifacts
  in the height map array
• The height map array is combined with the land
  water array and adjustments are made to raise or
  lower some of the height map values to fit the terrain
  of the land water array
           Resource Allocation
• Resources (berries, iron, gold, stone, and wildlife)
  are placed, each player receiving the same amount
  of each
• Resources must maintain a certain distance from
  others and from players starting positions
• Random locations for resources are selected until
  acceptable locations are found
• Trees are the final resource placed since they are
  the most abundant and are used to also restrict
                 Random Maps
• Multi-Island         • Lake

• Continent            • Large Island
               Transport Unit AI
           Focusing on Empire Earth (RTS)

• Transports move passengers (land-based units)
  around the map
• Air, land, naval, and building transports are needed
• Passengers are instructed to load into transports,
  the transports move to the desired location and the
  passengers are unloaded from the transport
• System must adhere to existing RTS transport
  standards that players expect
           Transport Definitions
• Air Transports: flies above the terrain and can move
  anywhere on the map but can only load and unload
  on valid flat land
• Land Transports: limited to the same level terrain as
  land units
• Building Transports: any stationary unit like a bunker
  or tower
• Naval Transports: limited to moving in the water and
  loading and unloading on the shores
                Basic Solution
• All transports have high level goals that are broken
  down and implemented through a finite-state
  machine (FSM)
• Loading involves instructing units to become
  passengers, interacting with each other to
  appropriately load into the transports
• Unloading involves the transport moving within a
  certain range of the unload location and unload the
  passengers while following rules about valid unload
                 Passenger FSM
• When given the load command,
  passengers are responsible for
  moving to the rendezvous point,
  wait for the transport and load
  into the transport
• Passengers are responsible for
  making sure that the transport is
  still on its way to the rendezvous
  point and that they are able to
  make it to the rendezvous point
• Once in the transport the
  passengers are idle and it is up
  to the transport to unload the
               Transport FSM
• When given the load
  command, transports are
  responsible for moving to
  the rendezvous point,
  waiting for the passengers
  and loading all the
  passengers or until the
  transport is full
• When given the unload
  command, transports must
  move within range of the
  unload point and attempt
  to unload the passengers
• Both passengers and transports have the load
  command and must meet at a rendezvous point
• An initial rendezvous point is determined and
  adjusted based on validity
   – If passengers cannot reach location based on a wall,
     mountains, etc., or the location is not valid, over water, a
     building, etc., a new rendezvous point is selected
• Pathfinding is used to determine the proper path for
  the passengers and transports to take to make sure
  that they don’t move over invalid terrain
• While moving to the rendezvous point, passengers
  must test to see if they are in range to load into the
• Air Transports: can move regardless of terrain so
  they move to the location of the nearest passenger
  which acts as the rendezvous point
• Land Transports: the rendezvous
  point is located at the middle
  point between the transport
  and the nearest passenger
  based on maximum velocity
  of the units so they arrive at
  the same time
• Building Transports: cannot move, the rendezvous
  point is the building
• Naval Transports: there are two rendezvous point,
  one land tile and one water
  tile, the distance of which
  must be less than the units
  load range. Passengers
  move to the nearest shore
  tile and the transport moves
  to the adjacent water tile to
• The transport has the unload command and heads
  toward the unload point
  – Unload point can be adjusted to another location if original
    is invalid
• While moving to the unload point, transports must
  test to see if they are in range to unload the
• Sub-tile placement is used to prevent unloading
  passengers from colliding with other units or terrain
  and makes sure that illegal movement is not
                    Unload Point
• Given transport point (T) and player’s click point
  (CP) there are three unload points
   – Transport Destination Point (TDP): point where transport
     moves to unload passengers
   – First Passenger Point (FPP): first tile adjacent to the TDP
     where passengers unload to and must pathfind from
   – Unload Point (UP): final destination of passengers which
     may be adjusted from the CP depending on pathfinding
     and validity of the UP
• Air Transports: not restricted in pathfinding so FPP
  and UP are the same, only restrictions are on
  passengers to find valid terrain to unload upon
• Land Transports: pathfinding
  is restricted the same as
  passenger pathfinding so
  the TDP, FPP, UP and CP
  are the same assuming
  the CP is a valid location
• Building Transports: since these are immobile, the TDP,
  FPP, and UP are the same as the building’s location. Sub-
  tile placement code handles the unloading to make sure that
  placement is valid
• Naval Transports: closest
  water tile to the CP is
  selected as the TDP and
  the adjacent land tile is
  the FPP. The UP is the
  closest tile on a straight
  line to the CP but within
  the unload range of the
• Random Map Generation considers player
  placement, clump detail growth, and resource
  allocation to ensure a fair but random map each
• Random Map Generation uses scripts and
  subscripts for the generation process
• Transport Unit AI must control the Passengers in
  addition to the Transports
• Transport Unit AI mainly considers loading and
  unloading, and uses pathfinding for movement of the
  transport and passengers

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