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Comprehensive Map Prediction

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Warfare52
Mar Member 2016

Warfare52

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Before I start, I'd like to give credit to Salazar PT and other members of DGS for their research and contribution to these concepts.

Predicting the map can be described by two different categories: map prediction involving the critical path, and miscellaneous map prediction.

Before you can fully appreciate the complexity of the map and how it's generated, you're going to need to know some basic things.

1) The critical path is a connected line of 19-24 rooms.

2) Doors which need to be boosted by a potion are always bonus.

3) The boss is usually the door closer to home. If there are two (or more) possible places that the boss could be hidden, the general rule of thumb is that the boss will be the door closest to the base.

4) All bonus paths diverge from the critical path.

5) It is important to keep the GGS on the critical path as much as possible, because due to its nature (the fact that it is a connected line of rooms) it cannot randomly hit a dead end, and since all bonus branches diverge off of it, it's nice to have the GGS there so that these paths can be opened and ran.

6) The experience yielded by skill-doors is the level of the door multiplied by 5 with 10 added to it. The equation would be: experience yielded = 5(level of door)+10.

22-Feb-2012 04:53:44 - Last edited on 07-Aug-2013 11:40:57 by Warfare52

Warfare52
Mar Member 2016

Warfare52

Posts: 5,292Rune Posts by user Forum Profile RuneMetrics Profile
Critical Path Prediction

There are a few ways you can determine which path is the critical one, or the "main path".

The first and the most simple (albeit the most error-wrought) is simply through interpolation and map analysis. Since you know that the critical path is a connected line of rooms, and you know that all bonus paths branch off of it, you can determine late in the floor which path is critical because it will be the path that does not branch off of another room, and will eventually lead to the base.

However, this method can be difficult to perfect, because you can easily mis-read the map. In addition, this method requires a high proportion of the map to be done.

Another method is to simply take the GGS to the area with the most amount of open space behind it. This will likely be the critical path, but not always.

And now we're getting into the advanced guidelines. There are two 100% ways to predict the critical path.

1) Prediction by skill doors: it is impossible to have low level skill doors on the critical path. If you have a door more than 9 levels below the maximum level of the team, it is unequivocally bonus. If you have a maxed player on the team, or a player with 99 in the skill of the door... if the door yields less than 460 experience, it is bonus. You can figure out the level of the door you opened by the formula listen in post 1, subsection 6.

(note: it is important to note that the converse of this rule is not true. If you receive more than 460 experience (or whatever), that does not necessarily make the path critical- it just means that the path might not be bonus)

22-Feb-2012 04:54:10 - Last edited on 07-Aug-2013 11:41:06 by Warfare52

Warfare52
Mar Member 2016

Warfare52

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Critical Path Prediction Continued:

2) Prediction by resource tiers: there is another way to know whether a path is critical or bonus. This is because low-leveled resources do not spawn on the critical path. The actual formula is, any path that spawns a resources two tiers below the maximum tier that the highest leveled player can harvest is bonus. For example, if you have a maxed player on your team: any path with a katagon ore, corpesthorn tree, or salve eels fishing spot, that path is bonus.

(note: it is again important to note that high-leveled resources CAN spawn on bonus paths, it's just that low leveled resources CANNOT spawn on critical paths)

Miscellaneous Map Prediction

If you hit a monolith, ghost room, ramokee room, or a tough GD or many GDs in a row, odds are that the next few rooms will be: (a) empty guardian door rooms (b) low leveled guardian door rooms. While research is inconclusive, it is logical to assume that the converse is true as well- that being, if you hit a lot of low-leveled/empty guardian door rooms, you're going to hit a tough GD, many GDs in a row, ramokee room, ghost room, or monolith. The monoliths, ghosts rooms, and ramokee rooms affect the map more than tough GDs/lots of GDs in a row.

Paths tend to go straight. All credit to DGS for discovering and publishing this fact. If a path has the potential to branch off in a long path in the opposite direction than the direction it's currently heading (ie: at a 2 way), most of the time, the path will continue to go straight and the divergence will DENK quickly.

Parallel paths tend to fight. It is rare to see two paths go in one direction, side by side, for an extended number of rooms. In general, the path with the most open space adjacent to it will cut off the other path.

22-Feb-2012 04:54:58 - Last edited on 07-Aug-2013 11:41:13 by Warfare52

Warfare52
Mar Member 2016

Warfare52

Posts: 5,292Rune Posts by user Forum Profile RuneMetrics Profile
Things to remember:

The experience you receive from a door is different if you have xp-sharing activated. The system works this way: every player which has the potential level to open the door receives a portion of its experience. This means that every single player has to have xp-sharing disabled in order for the first player to receive the full experience.

This is why you should always keep your xp-sharing disabled.

Another thing worth noting is that the criteria for a resource to be considered critical is much more sophisticated than simply the highest corresponding gathering skill level. What I mean to say is that if you have 50 smithing, and 99 mining, the critical rock will be Zepherium-2 or Bathus (or maybe marmaros idk). This is further complicated by other factors like defence level. For example, when I was 90 smithing, 99 mining, and 77 defence, I would have Zepherium ores spawn on my critical path because my defence level made Katagon the highest tier. Of course, there will still gorgonite and promethium rocks... but the deciding factor for the critical path is based off of the lowest level of the highest leveled player... if that makes sense.

So essentially, if there's a maxed player on your team you will find no difficulty in this doctrine because the critical path will never spawn anything below gorgonite. However, on teams without a maxed player, it's best to only act on extreme examples... like a novite ore or seeping elm tree. These crop up much more often than their individual probability would suggest, so this isn't really too crippling... and it is worth noting.

22-Feb-2012 04:55:10 - Last edited on 07-Aug-2013 11:41:23 by Warfare52

Warfare52
Mar Member 2016

Warfare52

Posts: 5,292Rune Posts by user Forum Profile RuneMetrics Profile
Current Research Projects of mine: (If you have any data on any of them, feel free to contribute)

- Finding out the exact algorithm for the critical resource. There are some ambiguities. For example, what if a player with 99 smithing and 99 mining soloes a med that has 1 defence. What then, would be the critical resource? My rambling in Things To Remember are mostly speculation and logical deduction... coupled with the fact that I'd rather give safe and accurate advice than possibly inaccurate advice.

- Are thieving chests affected by the critical path?

ANSWER: YES THEY ARE! If you get any xp drop on a chest other than 1.1k and 1.4k, that path is BONUS!

- I believe that there might be a more complex algorithm for the critical level door than Max Level - 9, because there are obvious exceptions to this rule: namely, any level lower than 9. I do not feel comfortable with the theory that there is an exception in JaGEx's code. I feel like there's likely a formula that for all practical purposes equates to M-9, but might give us some further insight to JaGEx's map generation.

- I'd like to catalog some maps to see if there's a pattern involving the relationships between skill doors, guardian doors, and other doors. This would be an immense project however, so I doubt its feasibility.

- I'd like to see how key-spawn locations on the critical path and on bonus paths affect the generation of the Dungeon. For example: if you find a key on the critical path, could this key open up a bonus room? We know that a lot of the time, if you find a key on a bonus path, it's going to show up later in your path. This is simply due to the fact that long bonus paths are rare, and any bonus keys are likely to have their corresponding doors there. However, I wonder if there's a rule that can be deduced there.

22-Feb-2012 04:55:19 - Last edited on 07-Aug-2013 11:41:30 by Warfare52

Cb555
Apr Gold Premier Club Member 2011

Cb555

Posts: 3,503Adamant Posts by user Forum Profile RuneMetrics Profile
There's a few of us active still lol - I already knew it all like, though I don't dg much to put it into practice atm; I'm also well aware that there's actually quite a few people that lurk these boards every so often but don't actually post - and it's potentially helpful for them as well.

22-Feb-2012 18:13:47

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