Map Generation

in #ocd13 days ago

I have no idea about the math the game uses for the map generation, first, because i'm not a matt-brained guy; more of a creative flow kinda person. Math is strict, requires much information stored in the neurons and interconnecting all that information to come up with the result. I see how that's basically the basic function of the brain, for other things, but math is too high level.

Yeah, i'm dumb.


Map Generation for this game's been a slow churn; i started out thinking the AI would have the "I" to think like a person, but no, they're great at math and all that. Like computers; they're capable of storing much information and mixing and matching it to come up with a numeric solution, but that numeric result means nothing to them. Just like AI. They can mix and match information but it means nothing to it, so they're "satisfied" with giving you the best solution for what you have told them you want. The problem here lies not in the AI but the person giving them the instructions; because they don't have the "I" to ask the right questions, we're left with a working solution that might not work when you continue building and giving it more instructions.

Suppose you say: "i want a map generation where players can do x". It'll give you a fully working HTML page that you can open locally, with a map where players can do x, but it'll not be what you envisioned because you didn't give it the exact, FULL vision. Which is hard to do when you're thinking and building as you go.


So now, for each major stop in the map generation code, i create a safety checkpoint, so if the next step of working with the AI turns out not aligning with what i need in the long run, i can just revert back to a checkpoint, where everything works as intended to that point.

Perhaps not the best solution, but it beats having to remove features from the code and rebuild on top of that same "gutted" code.

Less messy.


Oh, my point was: things built with AI have to be taken one step at a time because a) you might not have the entire vision of what you want to build in your mind, dotted to the last i, and then be able to give the AI the fully, perfected set of instructions it needs create what you vision is. And b) AI often introduces "ideas" of it's own, completely effing with your vision. And this is just how AI's work; They're trained to help. If you aren't explicit about everything you want it to do and not do, if it sees you missed instructing it on something that it thinks should be a part of your vision, they'll look at their training data, see what other people have usually done that is similar to what you are doing, and fill in the gaps.

This because they're fed off of other people's work. That's what makes they incredibly powerful and dangerous to your work, at the same time.

This is why you should take it one step at a time. And this is why it takes time.


Working with the AI, one step at a time, defining and refining exactly what i want, at each step (how i want to see the generated map).
image.png

Versus telling the AI my grand vision, in a couple of sentences, and letting it run wild.
image.png

AI: "Oh, kinda like Civilization i guess. Here you go, i've fully coded the map generation for you and here's how your map will look."

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