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Topics - namer

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Hi everyone,

I'm trying to get an agent to learn to navigate different kinds of 2D maps with reinforcement learning. My group is especially interested in showing that our methods are good at generalizing to new kinds of maps, but one challenge is finding maps that are actually qualitatively different in interesting ways. We have code for generating simple labyrinths and room-based maps, but I figure that if anyone knows about procedural map generation, it's this community :)

I'd be grateful for any and all pointers to methods for map generation, for 2D grid-based maps that just have (1) a start point; (2) an exit; (3) wall- or non-wall blocks -- we aren't worried about complex terrain for now. Ideally we are after methods where there's open-source code out there, but pseudocode or mathematical descriptions are great too!

Thanks!

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DF Suggestions / tougher megabeasts
« on: November 21, 2010, 08:59:45 pm »
I realize that fine-tuning megabeast difficulty isn't a high priority, and recognize that it shouldn't be as long as combat mechanics are in flux, but I think there are some easy megabeast tweaks that could make adventurer mode more fun.  The specific problem is that adv. mode difficulty drops to close to zero after the second or third minor quest, because a medium-sized band of recruits can tackle basically any lone adversary without player intervention.  In one game, I went after two titans and two dragons without having to get my hands dirty, using a group of 7 followers, two of whom were non-military.  My own workaround has been to bump up dragon speed and natural attack skills by about 50 percent, and I think the following changes might be easy to implement and could bring back some adv. mode challenge:

* Higher-than-default speed for megabeasts.
* Higher natural skill for megabeast attacks.
* Souped-up dragonfire: it seems that one successful block saves the blocker and prevents the dragonfire from propagating. Perhaps blocking should only protect the blocker? Given more time to spend on the problem, perhaps dragonfire should be rougher on shields?

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DF Bug Reports / ever-smoking artifacts [40d]
« on: September 11, 2008, 05:38:08 pm »
I have a pair of artifacts that were exposed to fire and now emit smoke constantly, without being marked as burning.  This may be related to the fact that I toggle temperature in the init file frequently: my defenses rely on it but the frame rate is unacceptably low for most play with it turned on.  In an additional twist, the fire itself had mysterious origins.

The sequence of events was as follows:
1. A siege occurred with temperature turned off.
2. I dropped the siegers into magma and then turned temp on.
3. A stockpile quite distant from the magma caught fire, but I can't be *sure* that this is itself a bug as I wasn't keeping a close eye on it (though I can't see any mechanism by which a burning item could have reached the stockpile.)
4. Once I thought everything had stopped burning, I turned off temp again, saw that an object was burning, and turned it back on.
5. The burning object was consumed, but I still had smoke rising from the stockpile.  I found that it was a leather artifact that wasn't marked as burning.
6. I later noticed a second smoking artifact in another stockpile, also not burning.

I have a save file if it'll help.

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