Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Improvements to World Generation?  (Read 708 times)

macbony

  • Bay Watcher
    • View Profile
Improvements to World Generation?
« on: August 17, 2006, 06:45:00 am »

Last night I generated a world on my desktop for the first time and it only rejected 4 regions before it found one that worked. I then tried to gen a new one on my laptop and it took 19 rejections before it found one. Have there been recent improvements or did I just get really lucky?
Logged

John Gaden

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #1 on: August 17, 2006, 06:47:00 am »

I think you were just lucky. An hour or two ago i generated a new world and got 110 some odd rejections.
Logged

macbony

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #2 on: August 17, 2006, 06:50:00 am »

I kinda figured that was it, but it just seemed pretty remote. The first one I generated took over 250 rejections. Maybe it's random generation karma?
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Improvements to World Generation?
« Reply #3 on: August 17, 2006, 01:33:00 pm »

What's the record anyway?  Somebody probably has 0 rejects now, but what about the high?
Logged
The Toad, a Natural Resource:  Preserve yours today!

Oboro

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #4 on: August 17, 2006, 01:35:00 pm »

quote:
Originally posted by Toady One:
<STRONG>What's the record anyway?  Somebody probably has 0 rejects now, but what about the high?</STRONG>

Someone on the Penny-Arcade forums posted that he had 310 rejections. :O
Logged

Gedsaro

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #5 on: August 17, 2006, 02:01:00 pm »

wow that is high, lucky me, I have only done one world and it was the 3rd or 4th one generated.   :)
Logged

Silleh Boy

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #6 on: August 17, 2006, 03:24:00 pm »

the best i've had is two rejected. i was amazed. the next world i did took 150ish to get done.

is there an upper limit for rejections before it uses a 'best' of the rejected worlds?

macbony

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #7 on: August 17, 2006, 04:32:00 pm »

quote:
Originally posted by Silleh Boy:
<STRONG>the best i've had is two rejected. i was amazed. the next world i did took 150ish to get done.

is there an upper limit for rejections before it uses a 'best' of the rejected worlds?</STRONG>


I doubt it. The memory required to store the old worlds is astronomical. Pure statistics says that there's a practical upper limit before a generated world falls into range, so it's probably not needed.

Logged

Silleh Boy

  • Bay Watcher
    • View Profile
Re: Improvements to World Generation?
« Reply #8 on: August 17, 2006, 07:04:00 pm »

quote:
Originally posted by macbony:
<STRONG>I doubt it. The memory required to store the old worlds is astronomical. Pure statistics says that there's a practical upper limit before a generated world falls into range, so it's probably not needed.</STRONG>

Not if the initial world's generated from a random seed, then written to disk once the details of it (rivers and units and stuff?) have been added on. I think toady mentioned random seeds, and then the world being written to disk so the world could be changed via this and that, gradually destroyed i think he put it.

I might be assuming a little much here, though.

Would be interesting to see how horribly wrong i am, though.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Improvements to World Generation?
« Reply #9 on: August 18, 2006, 02:23:00 am »

Right now, it just keeps on running.  I'm not sure what the longest string of rejects sitting inside the Mersenne twister initial states is, but hopefully it's not more than some thousands...

It could use seeds to save "almost good" rejects, but the problem is that they are rejected at different stages, and some of the more important regions for rejection occur later in the process, so it might be hard to pick them out.  Still, in a long while when you can specify different sorts of worlds, the parameters can be relaxed, or you could opt to oversee the generation at each stage, only rejecting if you see something you don't like.  It's your world after all.

Logged
The Toad, a Natural Resource:  Preserve yours today!

JT

  • Bay Watcher
  • Explosively Canadian
    • View Profile
    • http://www.jtgibson.ca/df/
Re: Improvements to World Generation?
« Reply #10 on: August 18, 2006, 05:37:00 am »

Best I've had is 1 reject.  Worst I've had is 276. =)
Logged
"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin