> What do you think of a program wich create randoms maps ?Yes it is difficult. You defined lots of criteria
> It's a difficult job, No ?
that can together lead to a running time of several million years :-)
/After which you get a single message: no solution, haha./
> But it's a good problem for hollydays...There are basicly two approaches:
1) Write a simple level solver.
I know that a level solver alrady has been written for soko-ban
that works well when the length of the solution is about 50.
Here we have much longer solutions, /and we didn't count the turns/
So you will need to implement lots of problem specific
filters to reduce the number of game states checked.
Then if your solver works, you can give it a randomized
level to check for solution, and make small changes until it
works. It might also take years until you get your first kids
levels :-) So be careful!!!
2) Reverse engineering:
Create a random final state (tank on the flag), with several
objects around you. Write a program that does all steps
backwards (e.g. pulls kinds of objects out of water etc.).
It won't be easy with the tank movers!!!! Antitanks shooting in
perpendicular direction need special attention!
Then try to find a long circle-free path composed of
such backward steps. The end of that path will be your
starting position, i.e. the random level.
It looks to me more like a univesity thesis or a research topic
for a PhD candidate than a holyday amusement.
And finally, to the level of difficulty:
You'll probably have to write 5 different level generators.
But I don't think it makes sense to create easy levels on
the production tape. So I would start by creating medium levels.
My estimate is that you'll need about one and a half years
to get it to work.
And the last thought: for each deadly leel, you'll need a
new idea, otherwise the second one will be at most a medium
dificculty.
Miklos