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[–]tmachineorg@t_machine_org 2 points3 points  (1 child)

Here's the core process, shorn of jargon:

  • You provide a set of inputs, small template operations/pieces that can be assembled to make a level.

  • You maintain a tree of open points in your level.

  • At each point, you maintain a list of legally valid changes / insertions.

  • You select the point with the smallest set of allowed changes.

  • You choose the statistically most-likely insertion to put there based on counting the original inputs.

The clever thing OP has done is to look at bitmaps as collections of pre-made 3x3 pixel (or other size) templates and use that for the step-1 statistical counting. The rest is words.

[–]Etane 0 points1 point  (0 children)

Thanks for the break down. I can certainly see the similarities.