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Posts from "Random" vs. "Fixed"

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In reply to Kamikaze
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#16
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Kamikaze;118269
Wow... that's something. This takes the highly respected and beloved Random Maps to a whole new level! Now, I just need to figure out how to generate these templates on my own.
I even know who you should contact... there's a user here with the nickname "pagan," and I remember seeing him mention some templates, even their names... ask him, or other participants in his tournament:smile50:
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#17
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Alex_R;118296
I even know approximately who you should contact... there's a user here with the nickname "pagan," and I remember seeing him mention some templates, even their names... ask him, or other participants in his tournament:smile50:

Thank you! I really didn't expect to find so much useful information in this thread.

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In reply to Kamikaze
#18
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invisible;118153
Playing on fixed maps can be compared to chess, while playing on random maps is like poker or even bridge.
Excellent comparison, especially with bridge! :smile20: That's why I haven't played either for a long time. :) In both cases, the player mostly acts "on autopilot" - in bridge, they play "7 as 8," or in random maps, they execute the "Miner and Trolls take the minimum rations on week 1" strategy for the umpteenth time. The brain doesn't have to work hard, as everything is well-known and predictable. :smile48:
It seems to me that when playing cards or on random maps, a person becomes fascinated by observing the "whimsically shuffled deck" (c) Koroviev. :cool: That is, they are waiting for an interesting outcome (in bridge, this could be a good hand or a small hand; in Heroes, it's unexpected actions by the opponent that require a non-standard reaction). But interesting outcomes, unfortunately, make up a small minority of the total.
But unlike chess, where the board is always 8x8, fixed maps need to be studied carefully, and due to lack of time, this can be problematic.
Ideally, that's how it should be. But in practice, we have very few meaningful, multi-variant, and balanced fixed maps :( and it is usually these that are played in tournaments, so practicing players are familiar with them.
And most maps are so simple that they don't require предварительное изучение. For example, the maps for "The Succession Wars" - I'm ready to play on any of them after looking at it for 10 minutes in the editor. And the opponent won't have the advantage of "knowing the map" - because there's nothing there that needs to be known.
As far as I understand from reading reviews and reports from random map players, there aren't that many generally accepted templates. And, knowing these templates, it's not difficult to navigate the area. I just don't understand - how can these templates be identified in advance so that only they are generated? Where are they defined, and how can they be changed?
Each template is defined by a single line in the rmg.txt file, so to generate only the desired ones, you just need to delete all the other lines. Moriarty has explained everything clearly; I'll just add that the original version of this file can be extracted from h3bitmap.lod (tools for extracting and editing lod files are available on many sites).
Even so, you need to play a couple of times, otherwise you won't be able to calculate a couple of squares, you'll lose momentum, and accordingly, this could cost you the game.
This is a relatively rare situation. And you can estimate the distance "by eye" even in the editor to understand where you will be able to get by a certain day.

Kamikaze;118269
Wow... So, this elevates the deeply respected and beloved Random Maps to a whole new level! Now, I just need to figure out how to generate these templates according to my own wishes.
The template is chosen randomly from the list. If you leave only one option in the list, it will be "according to your wishes." :rolleyes:
But, in my opinion, this doesn't elevate it to a new level. :smile27: The chance that the generator will create an interesting map is approximately the same as using a text generator to create high-quality poems or stories. The templates in this example are just grammatical rules that the program follows when selecting words. There is no more meaning in the text because of this.
In reply to Horn
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#19
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Horn;119612
The template is chosen randomly from the list. If you leave only one option in the list, it will be "as desired." :rolleyes:
But, in my opinion, this doesn't lead to any new level of quality. :smile27: The chance that the generator will create an interesting map is about the same as using a text generator to create high-quality poems or stories. The templates in this example are just grammatical rules that the program follows when selecting words. It doesn't add any more meaning to the text.
I've already talked about the balance on fixed maps. But if it's still unrealistically difficult to achieve balance on fixed maps, then it's even more so on random maps (and the result is the same) - but with random maps created using template filtering, there is the possibility of creating an infinite number of new maps, even if they are not perfect, but at least they are original.
PS: The comparison with high-quality poems is not entirely appropriate; we are not trying to create masterpieces with random maps. We are trying to optimize the process of running online tournaments. And if you can offer a constructive solution, then we are all for it. ;)

Added 1 minute ago
"The Miner and Trog start with the minimum amount of resources in week 1." In both cases, there is no need to think; everything is well-known and overused.
That's a cool idea, tell me how?

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In reply to Kamikaze
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#20
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Kamikaze;119616
Interesting topic, tell me more.
Well, in Шахти, especially if he gets a large number of trolls early on, the game will tell you everything... :) I don't think the esteemed Horn will add much new information, and it will take up a considerable amount of his time... :) But why repeat what has already been said many times? There are many stories on similar topics on the internet. In particular, I would recommend that you check out the HP topic "Online Beginner's Mastery School":
//heroesportal.net/tavern/?id=130078. You'll find a lot of information there about strategies for defeating dungeons and strongholds with minimal armies... :D
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In reply to AmberSoler
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#21
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Most maps are simple enough that they don't require предварительное изучение. For example, the maps for "Seasons" – I'm ready to play on any of them after looking at it for 10 minutes in the editor. And the opponent won't have the advantage of "knowing the map" – because there's nothing there that needs to be known.
I agree that for a player of that level, 10 minutes is enough, but for me, for example, I need to play at least once. And are you ready to play on any map (from the "Seasons" tournament) with a random Castle? :D Just kidding.
The chance that the generator will create an interesting map is about the same as using a text generator to create high-quality poems or stories.
+1
But still, with restarts, you can get at least some more or less interesting map. I myself haven't played random that many times, so this is purely my personal opinion. Maybe you're right about something.
The Miner and Trolls take the minimum amount of resources on week 1. There's no challenge in either case, it's all been done before. Cool topic, tell me how?
It's not that difficult, and if there isn't an improved stack in the Griffin Castle, then you can do it with almost no losses (if the griffins don't lose morale too much). Shakti, in principle, can also take resources for 2 angels on week 111, but here you will be completely at the mercy of chance, that is, the morale of the griffins. There will be significant losses, but then you will have 2 angels. :)
Yes, I want to add that when I say "taking resources on week 111," I mean a game difficulty of 160%, on 200% it's naturally impossible, because there's no money to buy a second hero and upgrade the trolls. But still, it's quite possible on the second or third turn.


Added after 15 hours 35 minutes
I wanted to ask a question that has been bothering me for quite some time:
If the random map generator draws maps according to a given template, then it must somehow balance the "wealth" of the zones of each player? It can't be that one person has everything, and the other has nothing (a relative comparison). If one person can have a lot of Utopias, Hives, Resource Buildings, and Dwellings, then the other may not have them, but will have, for example, a lot of Pandora Gates, gold, chests, and artifacts? In terms of value, each side may be equal, but it is clear that the first one has a practically winning option. That is, perhaps somewhere in some file, a certain constant value of "value" for each zone is specified, according to which the computer "balances" the random map? Does anyone know which files are responsible for creating a random map? Not only for the template itself, but also for its content. If it's not difficult, please post it. Or maybe someone knows how to balance a random map precisely according to the above-described content? In particular, I am interested in key objects, such as: Utopias, Resource Buildings, Hives, and Dwellings. Is it possible to specify somewhere that they are generated "equally" between the two players? Thank you in advance!
In reply to invisible
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#22
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invisible;117712
Therefore, the conclusion is: in fixed matches, the one with more free time will win.

I agree, but if the FIX (save made from it) is given right before the match, then the FIX definitely wins. IMHO.

Sincerely, K0Lb@zzeR.
:smile13: [ТУРНИР] "Гонка за Лидером" :smile13:
:smile28: [M] "Я и моя тень" - "I am and my shadow" :smile28:
:smile16: "Быстрая смерть" - "Fast Death" :smile16:
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#23
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K0Lb@zzeR;119758
I agree, but if the FIX (a save game created using it) is given right before the battle, then the FIX is definitely the best option. IMHO.

Sincerely, K0Lb@zzeR.

I agree, but there is one BUT:
IMHO, when balancing the FIX, you need to consider many factors, such as the landscape, the required amount of certain resources at the start, which are necessary for each race. And this is very important so that on each map, each race is equal in strength to another, and does not lose from the start. And such balancing takes a lot of time, and it will take even more time to "test" each map with each Castle. Now, calculate how many such maps need to be created to ensure at least one tournament with 24 participants. This is a very laborious task, because of which it will be difficult to hold any online tournament, because good maps are a large part of the organizer's work. And 3-4 dozen good maps is a lot. Yes, many may say that I only criticize and do nothing to solve this problem. Like, try to create a map yourself first, and then criticize. Well, I don't have the patience, and I don't have the time to create a map. Therefore, I want to try to improve the random map generator, if this is even possible. You need to somehow extract the necessary files, and I don't know how and which ones :confused:. Maybe someone can help with advice? After all, the map generator already creates a native landscape for the selected Castle, dwellings for creatures that are present in that Castle, and the necessary mines. If it could be "taught" to also "evenly distribute" the key objects that I described above, then maybe the random map generator would be more popular and the number of online tournaments would increase.
In reply to invisible
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#24
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invisible;119663

Does anyone know which files are responsible for generating random maps? Not just the template itself, but also its content. If it's not too much trouble, could you please share them? Or does anyone know how to balance a random map based on the content described above? In particular, I'm interested in key objects such as: utopias, conservatories, hives, and dwellings. Is it possible to specify somewhere that they should be generated "equally" between both players? Thank you in advance!
All of this is defined in the template. I'm currently trying to figure it out, but it's a bit difficult. If Alexey helps, we will definitely share everything later.
There are many options inside the template that need to be adjusted correctly.

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#25
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Kamikaze;119766
All of this is already defined in the template. I'm currently trying to figure out the inner workings, but it's a bit difficult. If Alexey helps, we'll definitely share everything later.
There are many options inside the template that need to be adjusted correctly.

Not everything is defined there, that's for sure.
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#26
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Kamikaze;119766
All of this is already defined in the template. I'm currently trying to figure out the inner workings, but it's a bit challenging. If Alexey helps, we'll definitely share everything later.
There are many options within the template that need to be adjusted correctly.
Vitaly is right, once I figure it out myself, I'll post all the information about the "very best" random map generator. We simply need this for ourselves; this generator will definitely make my life easier. As someone correctly pointed out, manually preparing 20-30 maps for a tournament is a lot of work.

P.S. I also have an idea to create a program that would make it easier to create templates, but that will only be after I understand the mechanism and the nuances of creating maps using the generator based on templates.

Best regards, K0Lb@zzeR.
:smile13: [ТУРНИР] "Гонка за Лидером" :smile13:
:smile28: [M] "Я и моя тень" - "I am and my shadow" :smile28:
:smile16: "Быстрая смерть" - "Fast Death" :smile16:
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#27
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invisible;119765
That's why I want to try to improve the random map generator, if that's even possible. I need to somehow extract the necessary files, but I don't know how or which ones to extract :confused:. Maybe someone can help with some advice?
There's no need to extract anything. Find the file rmg.txt and edit it to your liking - it contains descriptions of all the templates for the generator. Here's a compilation of information about various templates, which might be useful to get you started... :) I guess that if you want, you can create quite a few of your own templates.
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In reply to AmberSoler
#28
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Kamikaze;119616
I've already talked about the balance in fixed maps. But even if it's still incredibly difficult to achieve in fixed maps, it's naturally even more so in random maps (and the outcome is the same) - but with random maps created using template filtering, there's the possibility of creating an infinite number of new maps, even if they're not perfect, they are original.
Achieving balance (approximate, and that's all that's needed) is actually quite simple. It's much more difficult to make a map multi-faceted, so that each side can act in different ways. Then you can play 10, 20, 50 games on it - and it won't get boring (if, of course, you take at least short breaks between games :cool:). You could even hold an entire tournament on such a map. Chess players have been playing on their single "board" for centuries, and that's fine. :D
Fixed maps have this problem, and it's mainly explained by the lack of imagination among players who could become good mapmakers, but unfortunately, they don't. And this problem cannot be solved with random maps in principle.

We are trying to optimize the process of running online tournaments. And if you can offer a constructive solution, we are all for it. ;)
I also run tournaments and try to optimize this process. :) And although preparing maps takes a lot of time, I've long decided that it will be fix only.
cool topic, tell me how?
There are many people who can do it better than me. :smile12: On the Portal or on heroes.by.
invisible;119663
But still, with restarts, you can get at least some more or less interesting map.
You can get a more or less balanced map. Interesting - hardly. In author-made maps, objects are not placed randomly - the creator sets certain tasks for the players, anticipates what the struggle might be for in the first week, and what in the second. He comes up with and builds strategies for each side, balances by sides, by races, by money and resources, by the amount of experience... the generator simply creates zones, passages between them, fills them with randomly selected objects, and places guards. And if a game on a random map turns out to be interesting, it's not thanks to the map, but only due to a coincidence (caused by the actions of the players). Otherwise, the scenario of actions is almost the same in all games on a given template and with given starting conditions.
That is, perhaps somewhere in some file, a constant value of "value" for each zone is specified, according to which the computer "balances" the random map? Does anyone know which files are responsible for creating a random map? Not just the template itself, but also its content. If it's not too much trouble, please post it. Or maybe someone knows how to balance a random map precisely according to the above-described content? In particular, I am interested in key objects, such as: utopias, conservatories, hives, and dwellings. Is it possible to specify somewhere that they are generated "equally" between the two players?
As far as I know - no. By editing objects.txt and rmg.txt, you can only achieve that an object is included in the list of generated objects or excluded from the list, and also set its "price". But you cannot influence whether this object will be a utopia or whether you will get black markets and pandoras instead of the utopia's price. Only for some objects, such as mines, is their mandatory presence on the starting location specified.
Another thing is that you can write a script (in WoG or in TE) that will edit the map after it has been generated. But in my opinion, it would be much more useful to spend this time creating a couple of good fixed maps. :smile26:
In reply to Horn
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#29
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It's a different matter that you can write a script (in Heroes of Might and Magic or in the Terrain Editor) that will edit the map after it's generated. But in my opinion, it would be much more useful to spend that time creating a couple of good fixes.
Could you elaborate on this? ;) :D Can this be done on the Platinum edition? And who can do it (write the script :smile26: )? And how much would it cost? :)
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#30
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Horn;119827
Achieving a balance (an approximate one, which is enough) is actually quite simple. It's much more difficult to make a map multi-faceted, so that each side can act in different ways. Then you can play 10, 20, 50 games on it – and it won't get boring (if, of course, you take at least short breaks between games :cool:). You can hold an entire tournament on such a map. Chess players have been playing on their single "board" for centuries, and that's fine. :D
It is precisely with random maps that an approximate balance is easily achieved – that's what I'm talking about. This is the advantage of random maps; it takes only five seconds to get started.
As for playing 50 games on the same map, I'm not aiming for that; on the contrary, I like having a "new" experience in each match.:smile54:

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