#Maps loaded with different modifier sets should be treated as one map to the algorithm

2 messages · Page 1 of 1 (latest)

swift birch
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Is your feature request related to a problem? Please describe.
Maps loaded with different sets of modifiers tend to load more often than other maps loaded with less sets of modifiers.

Describe the solution you'd like
The algorithm that selects the next map should ignore the amount of times the map is loaded with different sets of modifiers, then after a map is selected it will randomly pick between which modifier set of that map should load.

For example, imagine a loaded map list below:
LAYERS
LAYERS (EMBot)
LAYERS (Bullets)
LAYERS (Cluster Bombs)
LAYERS (Inverted Controls)
LAYERS (Backwards)
Vivid
Vivid (Cluster Bombs)

Currently, the algorithm would see each different instance of the map as a different map, making LAYERS have a 3/4 (6/8) chance to be the map loaded (albeit with different modifiers), and Vivid have a 1/4 (2/8) chance to be loaded.
With this proposed change, the algorithm would have a 1/2 chance to load either LAYERS or Vivid,
then if it loaded LAYERS, each modifier set of LAYERS would have an equal 1/6 chance of being loaded, since including default LAYERS there are 6 different modifier sets,
but if it loaded Vivid, it'd have a 1/2 chance of either being default or Cluster Bombs (since there are 2 modifier sets)

Below is a video demonstrating the current algorithm
-# also i don't know if the current algorithm actually gives an equal chance to each map or if there is weighting based on various factors but my point still stands if you look at the video

glad saddle
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Ok I can see this working