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[Idea] Smart Farming zone.


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Came up with that some days ago. The goal of such a system/module is to provide a way to the computer to pick generate a farming zone automatically, without any input x,y,z from the user. In other words a computer AI that will pick random points from L2World and "decide" if the area surrounding them is good enough to be a farming zone based on its geodata.

 

How does the procedure work:

--> Lets say there is a farming zone generated already.

--> Lets also say that players got bored of this farming zone.

--> Players vote ingame between change zone / keep zone.

--> Once enough "change zone" votes have been gathered, the computer deletes the current zone , and makes a new one, randomly.

 

 

A simple algorithm:

 

1)If ( votes are enough ) --> Start farming zone search.

2)Pick a random point and run a series of 2D function tests ( mean, correlation, variance, Grad( x,y ) ).

3)If at least one test fails then goto 2) and do it again.

4)If all tests are sucessful, delete the old zone, spawn the new zone around that point, and inform gatekeeper/players.

5)Re-enable the voting system.

 

Any ideas are welcome :)

 

So basic improvement is : 1) Players decide when they want a new zone, 2)New zone is always in a new area.

 

 

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interesting, counting that this days ppl farming as bots, they get bored very fast of their farm place. good ideea.

and will be a -for walkers or what prog is used to let pc on to farm.  they will let all night in a farm zone, and if the farm zone change his place they (the walkers) will remain there to farm air :))

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Here's a first implementation. Impressed how the computer can pick " flag" zone only by checking mean and gradient and requesting them to be within some limmits.

 

So this is the old farming zone, and noone has yet voted to change it. Then i go like, a man this zone's so old i need new one but no gm online ... No problem im the only one online so you can picture how strong my "vote" is ...

shot00048.jpg

 

Now i voted, and since im the only one online my vote is enough to change it. The computer picks a new area, and a new texture for the SAME mob ( just looks different ).

 

width=960 height=768http://img14.imageshack.us/img14/8257/shot00047wr.jpg[/img]

 

And here is how exactly it works, it needs geodata enabled to work. It scans X,Y axies in an area of -+ 6000 in both direction, it calculates the terrains mean and demands it to be lower than 400, then it calculates Grad in the whole surface and keeps the maximum grad and demands it to be lower than a value.

 

width=960 height=768http://img202.imageshack.us/img202/7843/shot00049v.jpg[/img]

 

 

TODO:

 

1)Add rock recognition system.

2)Add tree recognition system.

3)Add window scan for ideal spawn point inside the area.

4)Add strategic pvp tests.

http://img202.imageshack.us/img202/7843/shot00049v.jpg

 

 

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from a coding view really impressive but from player view as seth said i hate farming zones :D

 

Yea, but think of it.

By changing the criteria, it can be used for other types of zones, like PvP zones, or so.

Pretty clever.

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Not so hard to make :)

 

Thanks for idea kuba90 !

 

And yes Sido...walkers will remain there ;D and will not farm anymore

there is not about if it's hard to make, the problems are the ideas

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Yea, but think of it.

By changing the criteria, it can be used for other types of zones, like PvP zones, or so.

Pretty clever.

 

The vote system exists already for pvp/faction (change map etc), it's nothing new, but the calculation for farm places has never been made.

 

I don't get how you got your values. From a file / database table ? Cause players just vote, so how you find a "decent" point to calculate ? Cause with a random point you can go in a river... Or mobs spawn in the river ? Even if the "400" thing will avoid you to jump in a mountain.

 

I'm impressed as I hate math formulaes.

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The vote system exists already for pvp/faction (change map etc), it's nothing new, but the calculation for farm places has never been made.

 

I don't get how you got your values. From a file / database table ? Cause players just vote, so how you find a "decent" point to calculate ? Cause with a random point you can go in a river... Or mobs spawn in the river ? Even if the "400" thing will avoid you to jump in a mountain.

 

I'm impressed as I hate math formulaes.

As we seen in his photos, these problems ...(i'm alone which had seen this photo ?)

 

shot00048c.jpg

 

 

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Ya using geodata, i pick a random point, if it is river, i discard i pick new one etc If it is land, then i check for mountains / trees/ houses/ ground anomalies, elevation etc.

 

or like i prefer to use declare zone in mapRegion and just switch them much more easier than always calculate coords

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As we seen in his photos, these problems ...(i'm alone which had seen this photo ?)

 

shot00048c.jpg

 

 

 

Ya i dont have any checks for spawning yet, just to determine if a place is good. A solution to this would be to check the grad around a mobs random spawn loc and if it is big not spawn around there ( big grad = probalby some rock or some tree around there ).

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