
Au contraire, I need to work arround the obstacles. I do not intend to add obstacles to solve the problem.

#Snake vs block spawn points free
Again, just getting that out of the way.Īssuming each player makes a random walk, the probability of finding a player at a given point - on a flat space, free of obstacles - will be given by a (Gaussian) function of the distance to the spawn point - from now on "the function". All players have equal chance of encountering adjacent foes.The graph could have been precompiled (the map was created by a designer) otherwise, it can be created on the fly if the map is randomly generated. Do not consider connections as having length. Note: know size and shape of the nodes, and work with actually adjacent nodes. Each node represents a traversable location each connection represents a possible movement. To build the graph we will need to consider things such as walls, bridges, ladders, teleportation points, or even consider flight space if there could be player that can fly.


Note: I will not constraint nodes to have one single spawn point at most, for reasons that will be apparent later. If can node can have at most one spawn point, then talking of them being "adjacent" makes sense. We can think of a map that represent navigability on the map - from now on "the graph". Just getting that out of the way.Īdjacent is well defined when we talk about a graph. All players have a limited number of adjacent foes.įirst off, we are talking about the spawn points of the players, not the current position of the players at a given point in the game.
