Author Topic: AI War Beta 6.044-60.45 "So That's What A Vines Map Looks Like" Released!  (Read 14188 times)

Offline keith.lamothe

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(Crossposted from this blog post)

This one is a relatively small release but it addresses one of our longest-standing player requests: automated map untangling!

If you've ever seen the Vines, Spokes, or Tree map types you've probably noticed that it's pretty hard to read them.  There tend to be a lot of planets connected to planets on the other side of the map, etc.  Just looks like a big scramble.  Well, in the past we've basically advised either to use the manual map-untangling or just play on different map types (those 3 were added in the first expansion, the base game maps are easier to read, and every expansion since the first has added only map types which are inherently much easier to read).  Automatic map untangling is a hard problem.

And we haven't really solved it, but applying Force-directed graph drawing methods (specifically adapting this C# implementation) we're able to dramatically improve those map types.

Of course, the algorithm can take multiple seconds to run even on fast machines, so it isn't being run automatically during map gen even for those particularly-tangled types.  But there's a nicely-convenient "Untangle Map" button in the lobby (just under the big "New Map Seed" button) that you can click to start the process.  It even shows you the untangling in progress, which is pretty entertaining.

Here's some examples:

Vines (Before)


Vines (After)


Spokes (Before)


Spokes (After)


This release also replaces the new title screen with a somewhat dimmer version (we can't easily dim just that middle point, but hopefully this works better) and added a settings toggle to let you control whether you see the new title screen or the old one.

We also removed that little "throw 3 fighters out at the beginning of each wave" trick of the AIs because, while it was an effective tactic, it was trivial for the player to negate with a little micro.  Since that micro gets pretty annoying to have to do every time (if you want to avoid massive alpha-soak against your aoe turrets or distraction of your FRD forces during counter-waves) we've simply removed it.  Doesn't mean some kind of initial-pulse won't come back later, but we'd want it to be less of a "the solution is obvious, non-variable, but annoying to execute" situation.

Update: 6.045 released to add a few other things we did today, notably some new cheats/commands and refining the background planet selection.  Normally would wait until the next release but we're getting kinda close to the official so starting the testing sooner than later isn't a bad thing.

Enjoy!

This is a standard update that you can download through the  in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 4.000 or later, you can download that here.
« Last Edit: June 10, 2013, 04:39:43 pm by keith.lamothe »
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Offline Mick

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #1 on: June 10, 2013, 01:29:51 pm »
Before this feature, there were map types I would never touch with a ten foot pole. This is amazing.

Offline MaxAstro

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #2 on: June 10, 2013, 01:35:27 pm »
Fantastic.  I love tree maps, and this saves me 15 minutes of manual untangling every time I want to play one.  I love it.  :)

Offline keith.lamothe

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #3 on: June 10, 2013, 01:37:30 pm »
Before this feature, there were map types I would never touch with a ten foot pole.
The main thing that made them unreadable is that a line connecting two planets was often longer than a ten foot pole.

Since the untangler simulates the links as "springs" (exerting a pulling force if the link is longer than X, proportional to how much longer, following Hooke's law), this really brings the maximum link length much closer to the average link length.

And since the untangler simulates the planets as "charged particles" (exterting a mutually repulsive force inversely propotional to the square of the distance, following Coulomb's law), it prevents planets being too close together.

It definitely pleased the software-engineering nerd in me :)
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Offline nitpik

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #4 on: June 10, 2013, 01:58:41 pm »
Noob question here. You can manually untangle maps?? How??

Offline chemical_art

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #5 on: June 10, 2013, 02:02:19 pm »
And the lightning turrets especially, but the flaks as well, rejoiced.

with this change, I would mind flak turrets having longer ROF, the same dps, and fire in bursts of 3, to help emphasize its "hundreds of hundreds of shells" tooltip.
« Last Edit: June 10, 2013, 02:04:46 pm by chemical_art »
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Offline keith.lamothe

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #6 on: June 10, 2013, 02:21:46 pm »
Noob question here. You can manually untangle maps?? How??
Alt-right-click the galaxy map (with no ships selected),
click "Galaxy Layout"
click "My Layout"
shift-click a planet and drag it around, release to let it go

:)


That will still be somewhat useful with the automated untangler, as the latter won't always get it quite right.
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Offline tmm

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #7 on: June 10, 2013, 03:18:54 pm »
This.  Is.  Awesome.

Offline MaxAstro

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #8 on: June 10, 2013, 03:37:01 pm »
A note on that - if you use the lobby untangler, the switching to "my layout" in game reverts the map to it's tangled state.

Would probably be more useful if the personal layouts got set to the untangled layout.  :)

Offline keith.lamothe

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #9 on: June 10, 2013, 03:40:09 pm »
A note on that - if you use the lobby untangler, the switching to "my layout" in game reverts the map to it's tangled state.

Would probably be more useful if the personal layouts got set to the untangled layout.  :)
Ah, good point.  You can probably get it there by using reset-to-official, btw, or by using the "cmd:untangle map" thing in-game, but I do get your point :)
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Offline Qatu

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #10 on: June 10, 2013, 04:00:06 pm »
 Hi, i hadn't played with trains in a while, so i started a game with them and i guess they're ok, but I thought all the trains were generated at start, and I just saw 4 trains (including a cargo) spawn at a train station I kept in my territory that i was keeping there to lure trains to my death trap.

 Soooo, can anynoe update the wiki page on astro trains with details on train spawns during the game and what influences it?

edit: would be nice also if the wiki page said what the cargos will build on what intensity, on intensity 4 i though they would be sending golems at me (:D) but instead my 120 planet map is now filled with super fortresses (:().
« Last Edit: June 10, 2013, 04:04:38 pm by Qatu »

Offline Kahuna

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #11 on: June 10, 2013, 04:08:38 pm »
Hmm.. I have to say the new title screen look much better now. I didn't think reducing the brightness would make this big difference.

EDIT: I think I will use the new main menu screen for a change. At least for a while. But it's still nice to be able to go to the old one.
« Last Edit: June 10, 2013, 04:11:16 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #12 on: June 10, 2013, 04:09:29 pm »
Hmm.. I have to say the new title screen look much better now. I didn't think reducing the brightness would make this big difference.
Curious how much better things look without permanent retina damage.
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Offline Kahuna

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #13 on: June 10, 2013, 04:12:39 pm »
y u so fast!?
I was editing my last post! I hope you didn't miss the edit!
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: AI War Beta 6.044 "So That's What A Vines Map Looks Like" Released!
« Reply #14 on: June 10, 2013, 04:18:01 pm »
y u so fast!?
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