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The full text of this article begins in the first reply.
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Many Pharaoh players, including the author, would love to know more about which way and how far roaming walkers presented with different road geometries will walk This article is for them.
After posting an 1. To what extent could the strict conditions originally imposed on those experimental road-plus-building geometries that excluded all housing and other buildings from the vicinity of tested roamer-generating structures be relaxed without altering the quadrambles walked by roamers emitted by those buildings? 2. What are the size and shape of the area around buildings outside of which alterations in road geometry had little or no effect on the quadrambles of the buildings' roamers? The answer to question 1 came quickly and is described in replies to my original post on labor recruiters ( The answer to question 2 did not yield itself to casual probing, and the study described here was conducted pursue it in a brute-force fashion - meaning I was forced to beat the question into submission by collecting so much data under controlled conditions that the game could not hide the signal I was looking for through the noise. Originally, I wanted to record quadrambles from buildings located at increasing distances from corners: road structures that players use abundantly in their cities. The data that I gathered then might have had immediate applicability to actual play. Alas, the designers must have anticipated that we would use a lot of corners in our cities and worked hard to make the quadrambles of buildings near them vary in a fashion that was so smooth and elegantly continuous with distances increasing even out to 11 squares from the corner that I could not see the abrupt transitions in quadrambles at some kind of go-blind distance that I was seeking. Clearly, I was looking at the output of highly refined code. I needed a way to look into less carefully refined areas of the algorith. Reasoning that the designers would not expect players to make as many observations of walkers at four-way intersections as they would at corners and therefore would not have refined the algorithm as thoroughly to handle them, I tried backing buildings of various sizes further and further away from road X's and got the sharp, clean discontinuity I wanted along a SE road from a four-way intersection. Buildings located six squares away along the SE road (with the building on the SW side of the road) from a four-way intersection send their walkers on the same clockwise rotation of walks through all four roads of such an intersection that I described in my earlier post for (the labor recruiters from) buildings located immediately adjacent to road X's. Buildings located seven squares away from the intersection on the same side of the same road instead dispatched their walkers on pure straight-road quadrambles that were identical to the walk cycles of labor recruiters from buildings located on vast, perfectly straight roads in the desert - located dozens of squares and across the Nile from any other sprites, or road squares, or structures (except gardens). One could not wish for a louder, clearer announcement by the quadramble-generating algorithm that, in some way, it could not "see" the intersection when it generated the quadrambles for walkers from the latter buildings. In this communication, I offer the quadrambles of 1x1, 2x2, and 3x3 service walker-emitting buildings at increasing distances along both sides of all four roads from a four-way intersection. At the end of the article, these data are used to deduce the unexpected (by me, at least) size and shape of the domain of strong road influence (or simply, "Domain") around each walker-emitting building within which the road geometry seems powerfully to dictate the quadrambles of the building's roamers. Nothing said here should imply that road geometries and other game variables, like the Gods (Cartouche Bee 12JAN02, in reply 6 to
Table 1 presents the turn-around squares observed for service-providing short walkers from 1x1 buildings located at various offsets from a four-way intersection. As was seen for labor recruiters from buildings on four-way intersections, service walkers near a four-way intersection bracketed target points near their buildings of origin by making walks of lengths sufficient to take them 34 squares NE, SE, SW, and NW (in that clockwise order, although they can start in any of the four directions) of the intersection, if the roads had been straight. I have yet to find a map in the game in which I could make all four roads straight for 60 squares, but by the time they had gone 26 squares away from the intersection the walkers only seemed to care about the maximum travel distance specified in their orders and walked that far. They did not walk far enough to get to absolute distances of 34 squares in a particular compass direction from their target points - only far enough to have gotten there if the roads had been perfectly straight.
The locations of the turn-around squares for walkers from near X intersections and of the squares their walks targeted formed strikingly regular patterns as functions of distance from the intersection (Table 1). In the east quadrant of the intersection, for example, buildings located 1 square (at offset 0) or "right next to" the intersection sent their (short) walkers on quadrambles that had them turning around on square 36i on the road to the northeast. Nearby buildings located 2, 3, or 4 squares from the same intersection (at offsets 1, 2, and 3, respectively on the road to the
Road to Southeast Offset South quadrant East quadrant Quadramble Target Quadramble Target 0 0 0+2i 1 1+i 1+3i 2 2+2i 2+4i 3 3+3i 3+5i 4 4+4i 4+6i 5 5+5i 5+7i 6 srq(6) msrq(6) Road to Southwest Offset West quadrant South quadrant Quadramble Target Quadramble Target 0 -2 0 -i -3-i -1-i -2i -4-2i -2-2i -3i -5-3i -3-3i -4i -6-4i -4-4i -5i -7-5i -5-5i -6i msrq(-6i) msrq(-6i)
Road to Northwest Offset West quadrant North quadrant Quadramble Target Quadramble Target 0 -2 -2+2i -1 -3+i -3+3i -2 -4+2i -4+4i -3 -5+3i -5+5i -4 -6+4i -6+6i -5 -7+5i -7+7i -6 msrq(-8) ? -7 ND ? -8 ND ? -9 ND srq(-11) Road to Northeast Offset North quadrant East quadrant Quadramble Target Quadramble Target 0 -2+2i +2i i -3+3i -1+3i 2i -4+4i -2+4i 3i -5+5i -3+5i 4i -6+6i -4+6i 5i -7+7i -5+7i 6i ? msrq(8i) 7i msrq(9i) ND
The positions of building targets about the intersection changed as a function of the building offsets in adherence to a simple rule: for each square the building is offset from the intersection, the target point moves along with the building, but it also moves one square NE if the building is on a real (NW2SE) road or one square NW if the building is on an imaginary (NE2SW) road. The offset may have either sign. Fig. 1 diagrams the targeted squares for a few series of 1x1 buildings to show this rule in operation.
Along the road to the southwest, 1x1 buildings also lost site of the intersection at an offset of -6i. On neither side of the street (south quadrant or west quadrant) did walkers from such buildings execute a perfect straight road quadramble. In two of these cases, the bracketing walks were in straight-road orientation, but the default short walks took wrong turns. Walkers from the 1x1 on the south side of the road actually used all four roads from the intersection. However, we can clearly identify the walks that turned around on road squares 18 and -18 as short placeholders by their lengths, since they require 26 squares of travel to reach from the building's walk-starting square at -7i. Walkers from buildings in the east quadrant along a NE road or in the west quadrant along a NW road also showed a sharp transition in the quadrambles between absolute lags of 5 and 6 from the intersection. At lags of -6 and 6i, these buildings dispatched their walkers on some kind of directionally modified straight-road quadramble. The quadrambles of walkers from 1x1 buildings in the north quadrant of a four-way intersection also displayed sharp discontinuities between lags of -5 and -6 (along the NW road) and between 5i and 6i (along the road to the NE). At -6 and 6i, neither building could "see" the roads to the southeast and southwest, but neither building completely changed its walker's quadrambles to a recognizable modification of straight-road form until greater distances from the intersection were reached at lags of -9 and 7i. Nevertheless, a recognizable "loss of vision" by buildings located seven squares from the intersection occurred for north-quadrant 1x1 buildings just as it had for 1x1 buildings in the other three quadrants. Thus, the area around a 1x1 building that is most minutely examined by the quadramble-generating algorithm seems to extend symmetrically in all four directions for six squares.
Road to Southeast Offset South quadrant East quadrant Quadramble Target Quadramble Target 0 0 -1+3i 1 1+i 0+4i 2 2+2i 1+5i 3 3+3i 2+6i 4 4+4i 3+7i 5 5+5i (4+8i) 6 srq(6) (5)+?i 7 ND ? 8 ND ? 9 ND ? 10 ND msrq(9) Road to Southwest Offset West quadrant South quadrant Quadramble Target Quadramble Target 0 -3+i 0 -i -4 -1-i -2i -5-i -2-2i -3i -6-2i -3-3i -4i -7-3i -4-4i -5i (-8)-4i -5-5i -6i ?+(-5i) msrq(-6i) -7i ? msrq(-7i) -8i ? ND -9i ? ND -10i msrq(-9i) ND
Road to Northwest Offset West quadrant North quadrant Quadramble Target Quadramble Target 0 -3+i -4+4i -1 -4+2i -5+5i -2 -5+3i -6+6i -3 -6+4i -7+7i -4 -7+5i ? -5 msrq(-8) ? -6 ND ? -7 ND ? -8 ND ? -9 ND msrq(-13) Road to Northeast Offset North quadrant East quadrant Quadramble Target Quadramble Target 0 -4+4i -1+3i i -5+5i -2+4i 2i -6+6i -3+5i 3i -7+7i -4+6i 4i ? -5+7i 5i ? msrq(8i) 6i ? ND 7i ? ND 8i srq(12i) ND
The "go-blind" positions at which 2x2 buildings seemed first to lose clear site of the intersection are shown on the left side of Fig. 2. As was done for 2x2 buildings, the quadrambles of service walkers generated by 3x3 buildings (Table 3) were inspected for the shortest lags at which discontinuities could be identified. The right side of Fig. 2 shows 3x3 buildings at their "go-blind" positions. The asymmetry of vision of 3x3 buildings is even more pronounced than was the case for 2x2 buildings. A 3x3 building in the north quadrant of a four-way intersection does not seem to be able to clearly see the intersection even if the intersection is only three squares away, but a 3x3 building in the south quadrant can see the intersection just as far away (six squares) as a 1x1 building can. East- and west-quadrant 3x3 buildings could only see the intersection up to four squares away. The implications that the north-south asymmetries in the go-blind distances of 2x2 and 3x3 hold for the shape of the region of the map examined most intensively by the quadramble-generating algorithm are explored in the discussion.
Road to Southeast Offset South quadrant East quadrant Quadramble Target Quadramble Target 0 0 -2+4i 1 1+i -1+5i 2 2+2i 6i 3 3+3i 1+7i 4 4+4i (2+8i) 5 5+5i (3+9i) 6 srq(6) msrq(4) Road to Southwest Offset West quadrant South quadrant Quadramble Target Quadramble Target 0 -4+2i 0 -i -5+i -1-i -2i -6 -2-2i -3i -7-i -3-3i -4i (-8-2i) -4-4i -5i (-9-3i) -5-5i -6i msrq(-4i) srq(-6i)
Road to Northwest Offset West quadrant North quadrant Quadramble Target Quadramble Target 0 -4+2 -6+6i -1 -5+3 -7+7i -2 -6+4 ? -3 -7+5 ? -4 msrq(-8) ? -5 ND ? -6 ND ? -7 ND ? -8 ND ? -9 ND msrq(-15) Road to Northeast Offset North quadrant East quadrant Quadramble Target Quadramble Target 0 -6+6i -2+4i i -7+7i -3+5i 2i ? -4+6i 3i ? -5+7i 4i ? msrq(8i) 5i ? ND 6i ? ND 7i ? ND 8i msrq(14i) ND
[This message has been edited by StephAmon (edited 01-17-2002 @ 01:54 AM).]
I believe we have enough information to deduce the existence of an area of known size and shape around most walker-generating buildings (other than the really big ones like Palaces and temple complexes) within which the road geometry has special importance in determining many properties of the quadrambles of the walkers from those buildings. To deduce the size and shape of a building's domain, requires that we know the kind of information the algorithm gets when it "looks" at a road square within its domain. My best guess was that the information stored for a road square that a routine within the program can see just by looking at the data stored for the map array entry for its map position
[This message has been edited by StephAmon (edited 01-16-2002 @ 11:30 PM).]
The diamond-shaped (grass) model in Fig. 3 also looks like it would work. If the architect's post were shifted one square to the right, it would lose site of the intersection. If the architect's post were placed along either side of any of the four roads six squares from the intersection, with the diamond-shaped domain it would see the intersection, but would lose site of it if the building were moved one square along the road further from the intersection. Alas, there is a problem with the diamond model. If the architect's post in Fig. 3 were shifted right by one square, it would still be able to "see" the road square on the road to the southwest that was just below the intersection. It would also be able to see the road square just to the SE of the intersection. If these two squares contain information about their road connections to neighboring squares, the quadramble-generating algorithm would "know" that at least a corner (leading to a road to the southwest) existed at the spot actually occupied by the four-way intersection. In Table 1, the quadramble recorded for a building in the south quadrant at lag +6 (which is where the architect's post would be if shifted right by one square) is We can keep a diamond-like model in the contest if we modify the original version slightly by cutting off the four vertex squares to produce a truncated diamond-shaped domain like that shown with grass around the firehouse in Fig. 4. I actually went around the diamond model to see for each vertex square if I could see evidence in the quadrambles for 1x1 buildings (Table 1) that would force me to exclude that square from the building's domain. The left side of Fig. 4 shows one more vertex square failing the test. The quadramble for a west quadrant dentist at the offset of -6 shown in the figure was
The next step in the hunt for the shape of a building's domain was to include the quadrambles for the 2x2 buildings in the winnowing of our two surviving candidate domain models. There seemed to be two logical ways in which the domain of a 1x1 building could be modified to produce an analogous domain for a 2x2 building:
i, the 1x1 domain shape could be preserved but its size could be somehow expanded so that it still lay symmetrically around a 2x2 building - extending out six squares to the NE, SE, SW, and NW; or
ii, both the size and shape of the original 1x1 domain could be preserved for a 2x2 building, and the 1x1 domain could centered around one square of the four covered by a 2x2 building.
We can immediately reject alternative i, because it would allow 2x2 buildings to "see" just as far to the SE and SW as they can to the NE and NW. We know that the locations of the discontinuities in the patterns of numbers in the quadrambles for 2x2 buildings occur at different "go-blind"distances for buildings in the south quadrant of a four-way intersection (which see the intersection six squares away) than for buildings in the north quadrant (which can only see the intersection four squares away). Longer vision from the south quadrant than from the north seemed to imply that the domain was centered about the north square of 2x2 buildings.
I test drove both the square domain centered about the north square of 2x2 buildings and the truncated diamond domain for buildings located along both sides of all four roads leading from the intersection to see if one of the models did a better job than the other of predicting the offsets at which discontinuities occurred within the quadrambles for 2x2 buildings (Table 2). The square domain model clearly flunked this test. It incorrectly predicted that buildings in the east and west quadrant would go blind at offsets (with absolute values) of 6 from the intersection (The actual go blind offsets were 5, 5i, and -5), and it incorrectly predicted that 2x2 buildings in the north quadrant would go blind at offsets of 5i and -5, whereas they actually go blind at 4i and -4. I was insufficiently clever to find a surgical modification of the square model that would allow it to pass this test. Alas, my preferred hypothesis augured in and was burned beyond recognition.
Fig. 5 shows the truncated diamond model centered around the north squares of two 2x2 buildings passing this test with flying colors. The school on the right side of Fig. 5 is at offset 5 and the water supply on the left is at offset -4. Neither building could "see" the intersection in a domain with the shape shown in the figure. Both buildings can see the road to the northeast, and they know that at least a corner occupies the position of the four-way intersection. The truncated diamond model around 2x2 buildings passed the test along both sides of all four roads.
[This message has been edited by StephAmon (edited 01-17-2002 @ 00:05 AM).]
The school in Fig. 5 (at EQ+5 in Table 2) should only be able to see the road to the southeast (in the +1 direction) and the northeast road (in the +i direction). It's quadramble is I surveyed the quadrambles of 2x2 buildings located on both sides of all four roads from the intersection and found the following patterns: I. Along NW and NE roads, buildings at their go-blind offsets (from which they should still deduce the existence of at least a corner at 0) faithfully sent their walkers only along the roads that the truncated diamond model says they should be able to see and from which they should be able to predict the existence of the unseen road square (0) that they need to pass through to put their walker on the visible road. II. Along SE and SW roads, the situation was uglier. Sometimes the quadrambles only included runs along the roads that the truncated-diamond domain model predicted that the algorithm should be able to see. Annoyingly, in some cases the buildings at the first go-blind offset along some roads at some offsets sent their walkers on directions that would be predicted by pure, straight-road quadrambles. rather than in the directions they should have been able to "see" if the truncated diamond model accurately represented the actual "area of strong road influence" around a building. At least, the quadrambles for buildings located at the nearest go-blind offset never included runs down roads that the trunctated diamond model says they should not have been able to see, UNLESS those runs were part of a pure straight-road quadramble. Figure 7 shows two 2x2 buildings at the closest offsets from which they cannot "see" the intersection. The only road that the bazaar in the south quadrant can "see" more clearly than the others is the road to the southeast on which it is sitting. A 2x2 building in that position dispatches its roamer on a pure straight road quadramble (whose stability I very much doubt but could not shake). The walker did not inexplicably favor roads that its building should not have been able to "see" if the truncated diamond model for domain shape is accurate. However, the physician's office in the west quadrant is just barely blind (like the bazaar) to the intersection, but it can certainly see the road to the northwest quite clearly in its domain. Table 2 lists a quadramble (at WQ-5i) for the service walker from a 2x2 building at that location of
The library on the right side of Fig. 6 can perceive the road to the northeast in its domain, but not the four-way intersection, and the librarian should follow the quadramble Having buried one hypothesis about the shape of the domain of strong road influence in infancy (the square model) and kept the other alive only through surgical intervention (chopping off the vertices), I am beginning to feel this one might survive a while. So, it seemed like time to dress the kid up, take his thumb out of his gob, and drag him outside to show him off to the neighbors. Hence, this post. It's kind of a shame really - I thought the other kid was cuter.
Please, use the quadrambles that took so much work to record! Like many players, I used to abominate four-way intersections; they allowed too much uncertainty about walker behavior to stomach. But there is no longer anything uncertain about the behavior of walkers from buildings near nice, clean moderately well-isolated four-way intersections. (Unless you've cheesed off the Gods. Thank you, Carthouche Bee, again!) They walk down those roads in clockwise rotation, if the intersection itself lies within the domain of the building, provided that we do not put other roads of unknown effects within those domains. This one little insight could allow a number of additions to current best practices in city design. I have long felt that it was sort of We can supply all services except entertainment to four smallish housing and/or industrial blocks from service buildings located near enough to a four-way intersection to put it within each of their domains. Each road from the intersection could lead to one of the blocks, which would have to be small enough so that all the walkers could get more than half way around it before they reached the turn-around numbers specified in their quadrambles. We could use the trick of making the entertainers walk by the housing on the way to their venues to supply the requisite entertainment. A tasty example of this technique was offered by Max in reply 18 to I would post some glyphy to show some specific ideas along these lines, but I do not trust myself to be as creative as many of the regular contributors to this site. So, I hope some of you good folks might give these quadrambles a test-drive in a city or two to see if they offer any possibilities for road design that you like. Quicker tasks on which I may be able to report sooner include checking out an idea for how the algorithm might respond to roadblocks within its domain and exploring how the algorithm handles stubs when it can clearly see within its domain that the road is only a stub. I would love to learn about other folks' walker studies if they would like to post them or send ideas to me at ssimkins@pssci.umass.edu. If you want a quadramble independently spot checked in one of my labs, you may be sure I'll put the sprites to the task! StephAmon
This is going to take some time to digest in my simple mind... It would be interesting to know, if using the 'festival square' as the 4-way intersection would interfere with your findings, as being a 'structure' in its own right it might have its own domain thus changing the 'application to game play' ??
Forgive my delayed response, but you happened to ask a question to which I really wanted the answer, so I waited to reply until I had gotten home and had a chance to do the relevant experiment. After all, if we are going to tolerate the presence of big, honking four-way intersection in a town, surely we will want to drop a festival square on it.
So, I built a new big X out of straight roads in Baki following the same rules outlined in the article above (no turns within 26 squares of the intersection, etc.), calibrated it with gardens and started running sprites through quadrambles. I tested firehouses in the north quadrant at offsets -3 and 3i, a physician's office in the north quadrant at offset 4i, and a temple in the east quadrant at offset 2. The service walkers from all four buildings followed exactly the quadrambles the tables in the article above predicted, except, of course, that the firemen walked exactly 17 squares further in all four directions. This was particularly reassuring because the quadrambles of the firehouses and temple had only been interpolated from the data collected in Cleopatra's Alexandria. I only gave it four chances to show me a difference, but such casual inspection, at least, found no effect of a festival square on quadrambles of roamers from buildings with the intersection in their domains. I make no predictions about any possible effects on roamers from buildings further away.
In my observations to date, I have not yet seen any evidence that overlapping domains change walker behavior. A building's domain is just the area in which it looks at the roads (and roadblocks!) most closely when generating quadrambles, and one building does not seem to care if a neighboring building is also looking at many of the same map squares.
If you really do dump my ramblings to paper, let me apologize to you and anyone else who does the same for what the tables may come out looking like. There seems to be some kind of machine-dependency in the appearance of those tables on screen and in print. I dumped the articles to a laser printer at work, and they looked hideous; many rows would not fit on one line which meant each half table wouldn't fit on one page. Sorry! I'll convert the tables to *.pdf files tomorrow and post them for downloading on my personal site here at UMass and add a response to this thread with an announcement when I do.
StephAmon
thank you for your kind reply I'll certainly will try to incorporate your 'quadra' findings in my next city layout - which would be 'On' As far as I'm concerned, don't worry about .pdf - I'm quite accustomed to 'cut&paste' through Word and even tables turn out nice. Thanks again for sharing such an in depth analysis with us.
Longer than I would care to admit. Actually, the fact that I become much too easily monomaniacally fixated with whatever happens to catch my fancy at the moment is something of a character flaw, so this didn't hurt a bit. Let other folks go with their strengths; I'll go with my weaknesses!
StephAmon
This reply offers a quick cautionary note about the untrustworthiness of the directions of many of the legs in the quadrambles of roamers from buildings that are located too far from a four-way intersection to contain that square within their domains. In the second paragraph of reply 5 in this thread, I cautioned against relying on the stability of the direction that any walker would take on passing through the four-way intersection if his building did not contain that intersection within its domain. Unfortunately I did so in the context of actually reporting a general observation that seemed to offer assurance that those directions might be stable out to greater offsets, i.e., until the building was so far from the intersection that its quadramble assumed straight-road form. I just had to know which distance was the one where instability reared its ugly head, so I did the little experiment described here. The table shows the three quadrambles recorded in three different maps. The quadrambles in the row labeled Cleo's Alexandria are the ones reported in Table 2 above. The three other maps gave quadrambles for an offset of -5i that were identical to the one in the table for three of the legs. However, the first leg of the quadramble (reserved for walks to the southwest, which are possible only along a road that the building cannot "see" within its domain) was unstable as to direction. The vertical bar ( | I don't know how he did it, but Brugle knew this map-square dependency for walker behavior existed. In reply 6 to my first post to this site ( Sorry to clutter up Pharaoh Heaven with all of this stuff, but I was hoping to correct an erroneous impression that I feared my own words might have created regarding long-offset quadramble stability. StephAmon StephAmon
Map Offsetof building within west quadrant along SW road -5i -6i -7i Cleo's Alexandria (26i, -38i, -42, 30i) (25i, -39i, -19, -29) (24, -40i, 18i, -29) Men-nefer (26| (-25| (24| Rostja (26| (-25| (24| Sandbox (26, -38i, -42, 30i) (25| (-24|
While I can't offer any proof, none of your four hypothoses is correct: i) I am not a game designer, ii) I have no supernatural powers (that I've noticed, anyway), iii) I am the least observant person that I know (while helping friends paint their house, I asked if they planned on using a different color for some of the trim, and they told me to look at the door frame that I'd just walked through), iv) I've reported all "research" I've done on Pharaoh and Caesar III, except for checks on what other people have reported.
I didn't "know" that there is a map-square dependency, I just have a lot of skepticism. Since at least one aspect of Pharaoh (the merging of four 1x1 houses into a 2x2) is dependent on the map square, it seemed reasonable to suspect that the map square might also affect walker behavior.
[This message has been edited by Brugle (edited 03-03-2002 @ 03:50 PM).]
Ah, well. That's what hypotheses are for: to get shot to blazes. How about if I compliment your instincts or intuition for how the game works, provided that I am careful to do so in a way that does not imply supernatural abilities. I was most impressed. I also sheepishly retract my implication that you would fail to post any results of your Pharaoh-related research. No offense intended.
JWorth:
Boy, have you got my number! Although I finished my Ph.D. almost two decades ago, I seem still to be applying many of the lessons I learned during its completion - like the joys of procrastination. Actually, I was tardy in replying to you an Brugle because I had put off getting ready for midterms too long (I was avoiding writing, all right, but it was exams not a dissertation this time!) and the schedule finally caught up with me.
StephAmon
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