Forged Alliance Forever Forged Alliance Forever Forums 2016-12-08T05:08:47+02:00 /feed.php?f=42&t=13019 2016-12-08T05:08:47+02:00 2016-12-08T05:08:47+02:00 /viewtopic.php?t=13019&p=140129#p140129 <![CDATA[Re: Map Selector]]>
PM me the error message by the way.

Statistics: Posted by Lieutenant Lich — 08 Dec 2016, 05:08


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2016-12-07T23:30:29+02:00 2016-12-07T23:30:29+02:00 /viewtopic.php?t=13019&p=140115#p140115 <![CDATA[Re: Map Selector]]> I download the RAR file, it has a "Mapselector.jar" file, i click on it and it gives me an exception
i assume this is not supposed to happen :P

Statistics: Posted by biass — 07 Dec 2016, 23:30


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2016-11-20T16:58:57+02:00 2016-11-20T16:58:57+02:00 /viewtopic.php?t=13019&p=139409#p139409 <![CDATA[Re: Map Selector]]> DESCRIPTION
- It is only to be used to select the map pool for the next month/2 weeks.
- There are 33 maps, all of which are fit for ladder.
- The algorithm prevents the same map from being in the pool twice.
FUNCTIONS:
- Random Map (chooses a random map from the 33 maps that are in the program's memory)
- Fight (chooses a map from the pool, if one exists)
- Set Map Pool (selects 12 maps, at least 1 of which is a 20x20. Maps are written to a file)
- Display All Maps (lists all 33 maps)
- Display Ladder Pool (lists all 12 maps)

MapSelector.jar is attached. Run it and see for yourself.

EDIT (11/30/16) - there are 34 maps in total to choose from.

Statistics: Posted by Lieutenant Lich — 20 Nov 2016, 16:58


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2016-08-31T15:01:39+02:00 2016-08-31T15:01:39+02:00 /viewtopic.php?t=13019&p=134077#p134077 <![CDATA[Re: Map Selector]]>
LichKing2033 wrote:
KeyBlue:
This was intended to choose maps ON WHICH ladder matches will be played. It does not choose on which map do 2 players get matched up on.


Yes i know.
Most of my considerations apply to both. Which is normal since your selector can be seen as an intermediate step for picking a map for 2 players to play on.

and

codepants means that the property 'selected' is a bad design choice. It has nothing to do with the Map object.
(easy way to think about it is: if somebody sees this property will they know what it is? Yes, good design. No, not so good design.
There are exceptions ofcourse, its just a simple rule you can apply in small projects)

Statistics: Posted by KeyBlue — 31 Aug 2016, 15:01


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2016-08-31T14:40:19+02:00 2016-08-31T14:40:19+02:00 /viewtopic.php?t=13019&p=134074#p134074 <![CDATA[Re: Map Selector]]> String name;
int side;
int playerCount;
boolean isForLadder (or something like that);
boolean selected;

When a map is selected, I call Map.Select(true); and it sets the value of 'selected' to whatever is inside the parenthesis. That was done to prevent the same map taking 2 spots in the rotation. e.g.
1) crimson feud
2) open palms
3) loki
4) crimson feud
5) ..., etc.

Now maps do not repeat in the selection.

KeyBlue:
This was intended to choose maps ON WHICH ladder matches will be played. It does not choose on which map do 2 players get matched up on.

Statistics: Posted by Lieutenant Lich — 31 Aug 2016, 14:40


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2016-08-31T04:50:30+02:00 2016-08-31T04:50:30+02:00 /viewtopic.php?t=13019&p=134040#p134040 <![CDATA[Re: Map Selector]]>
Pseudocode:
pickmaps(countdesired){
if(countdesired<maps.size()){
throw new IllegalStateException("You must ask for at least as many maps as desired");
}
while(maps.size() <= countdesired){
maps.add(picknext());
}
}

picknext(){
map next = randomNumber();
if(!maps.contains(next)){
return next;
]else{
return picknext();
}
}

I imagine there's also a clever way to keep from using recursion like asking for a number between 0 and countdesired-maps.size(), then using indexes to select the remaining maps instead of their ID.

Statistics: Posted by codepants — 31 Aug 2016, 04:50


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2016-08-29T16:30:40+02:00 2016-08-29T16:30:40+02:00 /viewtopic.php?t=13019&p=133801#p133801 <![CDATA[Re: Map Selector]]> Statistics: Posted by Lieutenant Lich — 29 Aug 2016, 16:30


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2016-08-29T04:55:26+02:00 2016-08-29T04:55:26+02:00 /viewtopic.php?t=13019&p=133768#p133768 <![CDATA[Re: Map Selector]]>
LichKing2033 wrote:
Vanilla Aeon Campaign 1 Map, 10x10, eligible for ladder.

white fire.

Statistics: Posted by biass — 29 Aug 2016, 04:55


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2016-08-29T01:36:49+02:00 2016-08-29T01:36:49+02:00 /viewtopic.php?t=13019&p=133761#p133761 <![CDATA[Re: Map Selector]]> I am going to give some feedback about the selector though.


First impression: it simply picks X random maps and is done with it? (its even possible that it picks less than X)
(34st map will never get picked, i think? Would have to test it, to be sure)
Thats a little too simple I would say.

Things I would consider:
  • Use previous ladder pool to avoid fast repeators (or at least too many repeators )
  • Take # of times a map has been in the ladder pool before into account when picking random maps
  • Make sure there is a good spread of 5x5,10x10,20x20. (can be done easy by making 3lists, 1 for each size and drawing Y amount of maps from them)
  • (Maybe) Change the map mix each rotation ( for example 2/3/4 5x5 + 4/5/6 10x10 + 2/3/4 20x20 )
  • (Maybe) Make sure to have some navy maps
  • (Maybe) Make sure to have some high resource/reclaim and some low resource/reclaim maps
  • (Maybe) Use players preferences when choosing random maps (ex: give Theta a bigger chance if a lot of people like it?)

Thats it for now, maybe I'll thing of some more later.

Statistics: Posted by KeyBlue — 29 Aug 2016, 01:36


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2016-11-20T22:54:32+02:00 2016-08-29T00:44:14+02:00 /viewtopic.php?t=13019&p=133753#p133753 <![CDATA[Map Selector]]> Since map pools are often trash, I made a map selector. It has 34 maps programmed in it. Selection is made randomly (number 0-34), 12 maps are chosen, at least one is a 20x20

Would this be useful in map selection to replace whoever selects them now with a machine?

Statistics: Posted by Lieutenant Lich — 29 Aug 2016, 00:44


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