These are the results of step 3 in the map analysis algorithm used by the Skynet bot. Regions have been identified, largest first, by spreading out from local maxima until choke points are detected. In these images generated with CIMG, each region is assigned a separate color. Terrain not part of any region (impassable) is black. Centers of chokes are white circles, while a line is drawn between the two sides of the choke. It seems that the sides of the chokes are found by increasing radius search from the center until an impassable tile is found. The vector is then traced to the opposite direction until it finds the far side.
First up is Orbital Relay. The center ring has been broken up into 4 separate regions, and the choke lines are slanted to the human eye, but this could be a trick of the tile geometry.
Lost Temple's center area is missing a southern choke. Perhaps it is too wide, though I had thought the north and south entrances identical in width.
On Tau Cross, there is a division that cuts the northwest 'sausage' in half. Many humans would not have marked it as a choke, but it's not a significant impact on gameplay. Why is the northern green part sectioned off, when the protrusions of the south are not? It can be seen in the southwest the little tiny colored dots assigned to minuscule regions. Perhaps these insignificant areas should be ignored.
Python is dominated by a large central region. The northwest and southeast have resource clusters, so it might be wise to create separate regions, but their 'chokes' are indefensible. In this case we see what appears to be a thresholding issue, where the NW has no choke, but one is detected in the SE.
Skynet's terrain analysis package has done an acceptable job on these maps. Next time it will be directly compared against BWTA.
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