tag:blogger.com,1999:blog-4470168163688426003.post8499503037363981020..comments2022-11-29T09:48:25.270-05:00Comments on News of TCHOW: Rktcr World Generation Cleanupsixhttp://www.blogger.com/profile/03636055008826742046noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4470168163688426003.post-8664142086929240332013-07-31T11:22:52.643-04:002013-07-31T11:22:52.643-04:00I think you might be correct. Certainly that's...I think you might be correct. Certainly that's something I'm interested in measuring (and mitigating) with world curation scripts. I suspect that things are actually biased more by the shape of the zones themselves (e.g. zones with only two exits are probably less likely to be on the solution path); but I won't really know until I actually run some scripts.<br /><br />Ideally, of course, I'd like every zone to appear in about the same number of worlds, and I'd like most of the zones in a given world to be relevant to the solution. Also, I'd like the appearance of any given zone to be conditionally independent of the appearance of the others. (And, probably, a similar property on zone-zone connections should hold -- any portal should connect to any other portal with about equal probability.)<br /><br />It will be interesting to see how many of these properties I can enforce while still getting a decent yield on generated zones.ixhttps://www.blogger.com/profile/03636055008826742046noreply@blogger.comtag:blogger.com,1999:blog-4470168163688426003.post-10312212029763713942013-07-31T11:00:23.796-04:002013-07-31T11:00:23.796-04:00Doesn't the new method make it more likely zon...Doesn't the new method make it more likely zones without gems won't need to be traversed in the winning path?Aaron V.https://www.blogger.com/profile/11152790275140262722noreply@blogger.com