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IDProjectCategoryLast Update
0003151AI War 1 / ClassicSuggestion - Campaign Management And Setup - Map Styles And GenerationJun 13, 2013 11:53 am
Reporterdoctorfrog Assigned ToChris_McElligottPark  
Status closedResolutionfixed 
Product Version5.009 
Fixed in Version6.047 
Summary0003151: Tube Maps / Circuitboard Maps
DescriptionI'd like to see a map style generated that more or less maintains the complexity of a "normal" or "realistic" map, but is straightened out for clarification, much the way subway maps are designed. This would make for more attractive maps that are more easily parsed.

(I understand that part of the challenge of the game is to realize that even though a planet is on the other side of the map, it may only be a few hops away. I personally don't view that as a very interesting challenge, and it strikes me as more of a visual speed bump more than anything.)

What do I mean? See the following article. In the early 20th century, a brilliant designer created a map style that puts geophysical realism a few steps behind the actual conceptual usefulness of the map.

http://en.wikipedia.org/wiki/Tube_map#Beck.27s_maps

"The physical locations of the stations were irrelevant to the traveller wanting to know how to get to one station from another — only the topology of the railway mattered...

"To this end, he devised a simplified map, consisting of stations, straight line segments connecting them, and the River Thames; lines ran only vertically, horizontally, or on 45 degree diagonals."

Utility companies tend to organize their networks in a similar way, and if I'm not mistaken, so do sprawling data centers. It seems a very plausible way for a galactic civilization to conceptualize their empire.

Another way to describe this map style would be as a circuitboard.
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0011793 resolvedkeith.lamothe Disentangle certain map types after generation 

Activities

doctorfrog

Mar 29, 2011 4:18 pm

reporter  

TubeMapZ1_TFL.png (141,478 bytes)   
TubeMapZ1_TFL.png (141,478 bytes)   

doctorfrog

Mar 29, 2011 4:20 pm

reporter   ~0011573

fixed an orphan thought

HTL2001

Mar 29, 2011 10:50 pm

reporter   ~0011579

This is the main reason I think the "realistic" map type is odd - its only that the map layout is not optimized in those setups. Physical location is meaningless in the planet layout since there is no way to travel between them without wormholes

motai

Mar 30, 2011 7:50 am

reporter   ~0011586

Last edited: Mar 30, 2011 7:52 am

maybe we need to add a warpdrive or something to travel without wormholes? yes wormholes are faster but bypassing defenses like the ai can is sometime more important. of course the downside is this is out of supply and triggering deep strike rules. maybe make it a hyperdrive cannon that will target systems and any ship entering it comes out the other end a specified time later like a wave arrival without a wormhole connection. loadable with only say 500 ships per mark and firing delay of 2 minutes? unit cap 1

Prezombie

Mar 30, 2011 8:03 am

reporter   ~0011587

The problem with such things is building galmaps uses massive amounts of computation if not done right. A great way to compromise between computation and readability would be to allow the player to move around planets on the galmap, like the game planarity. I remember one of the devs saying something like that was planned, but dropped off when they moved to the unity engine.

HTL2001

Mar 30, 2011 3:17 pm

reporter   ~0011597

Prezombie: if that does get implemented then this algorithm could be used as the "auto-arrange" button

Prezombie

Mar 30, 2011 4:10 pm

reporter   ~0011598

HTL: Planarity (making a node graph not have any overlapping connections) is not an easy problem, computationally speaking. it's relatively simple to check if planarity is possible. If there is a subset of the graph with five nodes all connecting to the other four nodes, like a star inside a pentagon, planarity is impossible. If there is two sets of three nodes, where all six nodes connect to the three nodes not within their set, planarity is impossible. If neither of those patterns exist, planarity is possible.

It's fairly simple, if slow, to check if a set of nodes is planar, but there isn't any way to easily convert a non-planar map into a planar map, an "auto-arrange" program is beyond the scope of anyone.

I'd be happy with being able to rearrange stars by hand, preferably with a group-grab selection to move solved subsets around, and just enough to make the "realistic" maps less confusing, no need to sort it completely.

FunnyMan

Mar 30, 2011 6:25 pm

reporter   ~0011606

I don't know that non-planarity per se bothers me much. Having an X of connections isn't bad, because it's obvious what's meant. The real problem comes when a connection goes through an already-cluttered section of the map, making it very difficult to tell what it's connected to.

TechSY730

Mar 30, 2011 8:26 pm

reporter   ~0011609

Last edited: Mar 30, 2011 8:34 pm

@FunnyMan

One way to define "a path going through a cluttered area" is if an edge crosses over but does not connect to many different other edges (though an exact value for "many" would need to be nailed down). This should be moderately easy to check, depending on how nasty computing line intersections in your engine is.

However, is it feasible [i]in the general case[/i] to avoid and/or to correct such a situation?
(Sure, for some map types such as X, tree, and grid, are easy to detect and to correct) However, this ease does not necessarily generalize)

If detecting and correcting is a reasonably easy operation, then maybe an automated "weak detangling" could be implemented. If even this weaker requirement is computationay infeasible in general, well, you're out of luck.

As Prezombie stared, giving us the regranting us the ability to rearrange positions of planets in the galaxy map is the most flexible solution.

doctorfrog

Mar 31, 2011 1:16 am

reporter  

untangle_1.png (66,878 bytes)   
untangle_1.png (66,878 bytes)   

doctorfrog

Mar 31, 2011 1:17 am

reporter  

untangle_2.png (22,084 bytes)   
untangle_2.png (22,084 bytes)   

doctorfrog

Mar 31, 2011 1:20 am

reporter   ~0011614

To further illustrate, added screenshots from Simon Tatham's "Untangle" puzzle:

1. The generated puzzle (80 points).
2. The automatically-derived solution.

Puzzle and source code here: http://www.chiark.greenend.org.uk/~sgtatham/puzzles/

I would not be opposed to a manual-untangling option, but there really is something attractive to me about having the map generator create unique subway-style maps on its own.

Prezombie

Mar 31, 2011 7:55 am

reporter   ~0011616

> The automatically-derived solution.

Um, no. The solution is not derived from the puzzle, the puzzle is derived from the solution, because the solution is generated first. The points are scattered on a grid, and then it follows rules mixed with a bit of randomness to add all the lines. This is the easiest way to make a puzzle with a guaranteed solution, as it never adds lines that overlap.

Those puzzles are made backwards, the solution first, which is then scrambled, which isn't how the basic galmap algorithms are done.

But basic idea in the puzzle generator minus the scrambling and the artificial limit of as many lines as possible with at most four connections would make visually interesting galmaps that would be easy to read.

FunnyMan

Apr 4, 2011 1:05 pm

reporter   ~0011660

Actually, it occurs to me that we're making this harder than it needs to be. The general problem requires that the topology of the network be maintained. Most of the time, we don't really need to do that. A connection that goes way across the map can be broken and new connections added if needed.

Orelius

Jun 17, 2011 4:01 pm

reporter   ~0012486

This. A thousand times this.

I can't say how many times I've been turned off by several different map types by the utter chaos that was the map, making it practically impossible to determine what was where.

doctorfrog

Jun 12, 2013 11:40 pm

reporter   ~0032877

Even though I think it would be pretty peachy-keen to have a tube-style map generator, the "untangle" option goes a long way to making several previously un-viewable maps quite viable. Closing this issue for now.

keith.lamothe

Jun 13, 2013 11:53 am

administrator   ~0032902

Closing per your comment. Glad it's working out :)

Issue History

Date Modified Username Field Change
Mar 29, 2011 4:18 pm doctorfrog New Issue
Mar 29, 2011 4:18 pm doctorfrog File Added: TubeMapZ1_TFL.png
Mar 29, 2011 4:20 pm doctorfrog Note Added: 0011573
Mar 29, 2011 4:20 pm doctorfrog Description Updated
Mar 29, 2011 10:50 pm HTL2001 Note Added: 0011579
Mar 30, 2011 7:50 am motai Note Added: 0011586
Mar 30, 2011 7:52 am motai Note Edited: 0011586
Mar 30, 2011 8:03 am Prezombie Note Added: 0011587
Mar 30, 2011 3:17 pm HTL2001 Note Added: 0011597
Mar 30, 2011 4:10 pm Prezombie Note Added: 0011598
Mar 30, 2011 6:25 pm FunnyMan Note Added: 0011606
Mar 30, 2011 8:26 pm TechSY730 Note Added: 0011609
Mar 30, 2011 8:34 pm TechSY730 Note Edited: 0011609
Mar 31, 2011 1:16 am doctorfrog File Added: untangle_1.png
Mar 31, 2011 1:17 am doctorfrog File Added: untangle_2.png
Mar 31, 2011 1:20 am doctorfrog Note Added: 0011614
Mar 31, 2011 7:55 am Prezombie Note Added: 0011616
Apr 4, 2011 1:05 pm FunnyMan Note Added: 0011660
Apr 14, 2011 10:26 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2011 10:26 am Chris_McElligottPark Status new => considering
Jun 17, 2011 4:01 pm Orelius Note Added: 0012486
Jun 8, 2013 1:04 pm doctorfrog Relationship added related to 0011793
Jun 12, 2013 11:40 pm doctorfrog Note Added: 0032877
Jun 12, 2013 11:40 pm doctorfrog Resolution open => fixed
Jun 12, 2013 11:40 pm doctorfrog Fixed in Version => 6.047
Jun 13, 2013 11:53 am keith.lamothe Internal Weight => New
Jun 13, 2013 11:53 am keith.lamothe Note Added: 0032902
Jun 13, 2013 11:53 am keith.lamothe Status considering => closed