xurxodiz / MarioLevels

My entry for the Mario AI Championship 2012, implementing adaptive procedural level generation. Holds 1st place at the all-time points and percentage tally.
MIT License
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What elements to consider #9

Closed xurxodiz closed 12 years ago

xurxodiz commented 12 years ago

As we traverse the level filling the blanks, there are so many chunks we could include. Some of them have to be more "fine-tailored" by the designer, since they are messy to leave to randomness (say, a gap you need to jump with help of specifically placed blocks).

Moreso, every extra chunk is another probability to generate (see #8), complicating the algorithm.

Alas, we have a time limit so we need to draw the line somewhere. Figuring that line is what this issue is about.

xurxodiz commented 12 years ago

If we take the finite automaton approach (see #7), adding states is easier, and for the easy B option of classifying into labels, adding/modifying the probabilities by hand is smooth. So even though we should start small, it's less of a big deal adding new things.

xurxodiz commented 12 years ago

Takes over from #15. Tentative elements not currently implemented are:

This issue is quite closely related to #16.

xurxodiz commented 12 years ago

Closed, work continues in #48.