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First, I should introduce you a computer game.

Please ignore strange grammar. First, I should introduce you a computer game. It’s Called League of Legends (LOL). This game is a “DOTA-like” game. (DOTA means Defense of the Ancients.). Team 1. Team 2. The game is set for 2 teams fight.

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First, I should introduce you a computer game.

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  1. Please ignore strange grammar. First, I should introduce you a computer game. It’s Called League of Legends (LOL).

  2. This game is a “DOTA-like” game. (DOTA means Defense of the Ancients.)

  3. Team 1 Team 2 The game is set for 2 teams fight.

  4. Generally, DOTA-like games use the kind of map like this.

  5. Nexus Nexus Each team starts at opposing sides of a map, near what is called a "Nexus”. To win the game, destroying the other team’s Nexus.

  6. Turrets Lanes To destroy a Nexus, each team must work through a series of towers called "Turrets". Turrets are often placed along a path to each base referred to as a "Lane".

  7. Turret Nexus Minion Turret Minion Minion Minion, Turret, Nexus in this case.(names will change between different maps)

  8. Jungle Different from “Lanes”, there is still other area called “Jungle”. This is what really need help of concept of pattern.

  9. In this case, “Jungle” is formed by monsters (golems, lizards, bats and wolfs) and forest paths.

  10. To make this game more fun, I think random maps is a good idea. All we know Age of Empires can generate random maps. Can we make it’s possible in DOTA-like games?

  11. “Pattern” ? We use the idea “pattern” to make it possible.

  12. “Jungle” “Lanes” “Map” Follow what I introduced, a map could be destructed into “Jungle” and “Lanes”.

  13. Battlefront This is the section of a “Lane”. Minions will keep push the battlefront to opposite Nexus to close to victory. Nexus turret turret turret turret minion inhibitor Elements of “Lanes” are always the same, so it will easy to copy. We can form a lane with simple parameters.

  14. In the typical form, map is defined as 3 “Lanes”. And each “Lane” is defined as 3 “Turrets”, 6 “Minions” If you defined as 4 “Lanes”, might like this. After we defined the number of “Lanes” we get the framework of a map.

  15. At first, we cut the map into many grids. (That should be much more grids.) Second, we (server) note the place that AI can make new map base on it. Let AI generate new maps by the form of noted grids (any near ones). Then link these grids by several patterns.

  16. At first, we cut the map into many grids. (That should be much more grids.) Second, we (server) note the place that AI can make new map base on it. Let AI generate new maps by the form of noted grids (any near ones). Then link these grids by several patterns. And mix it with the framework of “Lanes”. So… we faced two questions, how to decide place in second step, and how can we get patterns to link grids?

  17. The server can note who deal damage to you, and will show you after you are killed. Of course, we can note how many persons join a battle by this system. We can keep the place battle break out as the places in second step.

  18. Just like we observe cities, we can find some nodes in maps. I believe AI can follow these patterns to grow trees, bushes, stones… Each time, when AI generate new maps, new form might be created. This means the system will keep growing, when we keep playing the game.

  19. THE END But I don’t know how to write computer language :p So I can just tell you my idea instead of make one for you.

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