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Bin original Zelda dungeons into MAP Elites archives #819
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Doesn't work yet by the way ... null pointer
Also, levels from the second quest won't work.
but even with this, it is not good enough for the DistinctBTR scheme. Will undo after committing
This works, but it is hard to look at the data. Results are readable for NoveltyAndBackTrackRoom and WallWaterRooms, but trying to generate an archive image for DistinctAndBackTrackRooms doesn't work with Maxx's Python code or with my R code, which is frustrating. Still, I have enough information to move forward and make parameters to restrict these binning schemes, which is the next step |
Restriction ranges based on original Zelda levels. Apparently, not much variety of wall/water percentage.
Evolving Zelda dungeons with the restricted scheme was taking WAY too long. In fact, I terminated it before finishing. I guess it keeps generating a lot of big levels with long A* paths, whereas the full version makes lots of crappy small levels. Is that true? Need to investigate, but for now I've halved the number of individuals to generate to speed things up. Maybe I should add parallelism too?
Include batch files for launching the binning of original Zelda dungeons |
Modified code and made batch files that will bin the original Mario and Zelda levels.
Write code to load and process the dungeons from the original game and place into MAP Elites archives used in previous work
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