Monday, September 17, 2012

A Comparison of BWTA and Skynet Map Analysis Algorithms

The pictures are laid out with Skynet's result on the left and BWTA on the right. BWTA has its resolution limited to build tiles instead of walk tiles. It's interface getRegion() function is the cause of this limit by only accepting build tile coordinates.

Orbital Relay
BWTA ignores the useless regions in the center and provides a more consistent division of the inner ring into 3-way intersections and elbows.

Python
BWTA again repeats its more consistent results by partitioning off the top left corner resource area, which Skynet missed.

Tau Cross
Again BWTA's partition of the regions is more logical. Though there is a useless 'appendix' on the bottom right. Importantly, all the resource clusters get their own region. I earlier said that the 3 sausage shaped regions have no defensible places to be split into regions, but creating individual regions around resources is sensible.

Lost Temple
Just as with Skynet, BWTA forgoes the bottom entrance to the center resource point. The results are nearly identical but for the wide choke closing off the bottom of the center resource area and a short passage. I think that BWTA's solution is closer to optimal since the center region does need to be closed off somehow.

BWTA has superior results in this short comparison. It appears that Skynet has missed a few chokes, perhaps the threshold is set too aggressively?

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