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#1

Random Maze Generation

Archive: 13 posts


I finally finished up a working version of the Random Maze Generator I have been working on for the past couple weeks. It is based of the hunt/kill algorithm which is detailed here:

http://weblog.jamisbuck.org/2011/1/24/maze-generation-hunt-and-kill-algorithm

I am still working on optimizing it. As it is right now it takes close to 5 minutes to complete a maze on a 4x4 grid. Part of the problem is all of excess timers I have in place which let me see the path of the circuit more clearly. Once I clear those out and adjust a few other things it should be good to go.

Once it is finished I'll likely make the tech demo copyable. I was going to make a level to showcase it, but I have some other ideas I want to mess with first so I'll let you guys take a whack at finding creative ways to use it. The way I set everything up should make it easy for you guys to customize and use it too your needs. The most obvious use I see for it would be for creating randomized dungeons in RPG style games.

UPDATE:

Published and copyable!

http://lbp.me/v/09n36b

If you guys could help test it out that would be very helpful. The incomplete follower(hunt mode) was giving me issues, but I think I fixed it. If you come across any problems please let me know and I'll work out a way to fix it.
2011-05-14 04:25:00

Author:
anthman852
Posts: 66


Sounds great can't wait until psn comes back up2011-05-14 12:30:00

Author:
TheDesertDrifter
Posts: 72


Hi. I read a bit of what was in your link, understood about... 5%, as it's harder than basic high school math

But well, it seems great, I'd like to see the level or whatever you make of it when it's out
2011-05-14 19:31:00

Author:
montana_9268
Posts: 10


Looks like a brilliant technique for generating mazes. Can't wait to see how you did it. **** you PSN!!
I might try to build it when I have a couple of minutes *read hours* off. Shouldn't be so hard to translate to LBP logic
2011-05-14 19:55:00

Author:
Tamland
Posts: 106


Sounds Awesome but can you show the logic you have used and maybe someone here like me or someone else on this site could simplify the logic for you. It may help the thermo and or help you add more mazes in 2011-05-14 23:38:00

Author:
WESFUN
Posts: 1336


Dang, all that stuff on the blog looked pretty official. I understood... well... pretty much none of it. But I'm sure it works great! haha 2011-05-15 02:31:00

Author:
Jayhawk_er
Posts: 403


Wow... i must say your engineering rivals mine, i understood most of what you were trying to convey except for the fact that you have the time and the mental capacity for such. i tried to make a markup of ur version because i could integrate it into my AI test level (to test my pathfinding on my AI) and well it didnt come out as successful as i had hoped, but ill work that out b4 PSN is up, btw ill make sure to credit the alg. to you, if that would be ok?2011-05-15 02:46:00

Author:
Unknown User


Well the algorithm wasn't made by me or the guy who wrote up those details explaining it.

I have since optimized my system and it can now finish the maze on a 4x4 grid in 12 seconds(at least with the current "random" sequence it is using). Time will vary depending on which path the rover takes through the maze. I'm going to start testing it out on some larger grids soon. Just need to work out this one little follower bug I'm having which makes the rover totally flip out for a second or two(doesn't actually affect anything as far as I can tell...just looks kinda hilarious and awkward).

Once that's all done I'll add some notes to it and make it look as pretty as I can for when the PSN comes back up.

Edit: Aww yeah looks like PSN is back up...I'll try to get this done by Monday so you guys can get your hands on it.
2011-05-15 04:26:00

Author:
anthman852
Posts: 66


Published and copyable!

http://lbp.me/v/09n36b

If you guys could help test it out that would be very helpful. The incomplete follower(hunt mode) was giving me issues, but I think I fixed it. If you come across any problems please let me know and I'll work out a way to fix it.
2011-05-16 06:34:00

Author:
anthman852
Posts: 66


Holy balls this sounds great. I wouldn't mind testing it. I'm going to probably edit this post after actually playing it...

EDIT: It's cool because it actually works, and I see UNLIMITED POTENTIAL OF SOME SORT that can be done with this. It could do alot if you can make it generate land instead of just lights, which I'm guessing you can.
2011-05-16 22:47:00

Author:
Unknown User


It can definitely be tweaked to work with land. Just replace the hologram material which the grid is made up of with the material of your choice. As long as you understand the algorithm behind everything you can mess with the other pieces to get something which suits your needs.

One problem I do see with the current system however is that it takes up quite a bit of thermo space. Since the algorithm takes a minute or two to run you would have to have it working while the player is somewhere else in the level. To remedy this I'm going to work on a way for this to make only run the algorithm on one 4x4 section at a time and then connect them all into one whole. From what I understand about this algorithm it should be possible, I just need to make it happen.
2011-05-17 00:52:00

Author:
anthman852
Posts: 66


I just qued the level up on LBP.me. I can't wait to check it out!2011-05-17 01:43:00

Author:
UberOrbPS
Posts: 290


Thanks guys...feel free to make suggestions if there is something you would like me to add.2011-05-17 20:54:00

Author:
anthman852
Posts: 66


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