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Transition from AI-Generated Maps to Deterministic Procedural World Generation #16

YTFL started this conversation in Ideas
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Overview

Currently, battlefield maps are generated by providing a large prompt to an AI model and having the model return terrain and scenario information. While this approach has been useful during early development, it becomes increasingly difficult to scale as the simulation grows in complexity.

As the project moves toward continuous simulation, realistic terrain interaction, logistics systems, fog-of-war, communication delays, unit composition modeling, and multi-domain combat, map generation should transition from AI-generated outputs to a deterministic procedural generation system.

The goal of this discussion is to evaluate replacing AI-driven map generation with a seed-based procedural world generation pipeline.


Current Limitations

The current approach has several drawbacks:

Non-Deterministic Generation

The same prompt can produce different results, making scenarios difficult to reproduce consistently.

Scalability Challenges

As terrain complexity increases, prompts become larger and more difficult to maintain.

Future additions such as:

  • Urban environments
  • Road networks
  • Rivers
  • Water bodies
  • Airfields
  • Ports
  • Strategic infrastructure
  • Logistics networks

will significantly increase prompt complexity.

Difficult Debugging

When issues occur, reproducing a specific map can be difficult because the generation process depends on AI outputs rather than deterministic rules.

Performance and Cost

Generating maps through AI introduces additional latency and computational cost that grows with scenario complexity.

Lack of Structured World Data

The current system primarily generates visual terrain and spawn locations. Future simulation systems require structured environmental information such as:

  • Terrain classifications
  • Cover values
  • Visibility modifiers
  • Infrastructure placement
  • Water depth
  • Movement costs

These systems are difficult to generate reliably through prompts alone.


Proposed Direction

Replace AI-generated map layouts with a deterministic procedural generation pipeline.

Example:

Seed
 ↓
Terrain Generator
 ↓
Environment Generator
 ↓
Infrastructure Generator
 ↓
Objective Generator
 ↓
Force Deployment Generator

Given the same seed, the exact same battlefield should always be generated.


Deterministic 32-Bit Seed System

All world generation will be driven by a deterministic 32-bit seed value.

Requirements

  • Every generated battlefield must be reproducible from its seed.

  • The same seed must always generate:

    • The same terrain
    • The same environmental features
    • The same infrastructure placement
    • The same objective locations
    • The same force deployment locations
    • The same weather conditions
    • The same time-of-day conditions

Seed Range

0 - 4,294,967,295

(Unsigned 32-bit integer)

This provides over 4.29 billion possible battlefield configurations while maintaining deterministic generation.


Seed-Driven World Generation

The seed acts as the single source of truth for all procedural generation systems.

Example:

Seed: 847293

Generation pipeline:

Seed
 ↓
Terrain Generator
 ↓
Water Generator
 ↓
Biome Generator
 ↓
Infrastructure Generator
 ↓
Objective Generator
 ↓
Force Deployment Generator

Every subsystem derives its randomness from the same seed, ensuring that the generated battlefield is identical across multiple generations.


Deterministic Generation Guarantee

The procedural generation system must satisfy the following rule:

Given the same seed and generation algorithms, the resulting battlefield must be identical every time it is generated.

This guarantee applies to:

  • Terrain topology
  • Elevation maps
  • Water bodies
  • Urban regions
  • Road networks
  • Strategic infrastructure
  • Objective locations
  • Initial force deployments
  • Weather conditions
  • Environmental conditions

This enables:

  • Scenario replayability
  • Testing and debugging
  • AI benchmarking
  • Scenario sharing
  • Consistent simulation results

Seed Bit Utilization

All major world characteristics should ultimately be derived from the 32-bit seed.

Examples include:

  • Terrain topology
  • Mountain distribution
  • Water placement
  • Urban density
  • Road generation
  • Infrastructure placement
  • Weather conditions
  • Time of day
  • Force deployment regions

The objective is to ensure that changing the seed produces a meaningfully different battlefield while preserving deterministic reproduction.


Procedural Terrain Generation

Terrain generation should be based on predefined algorithms and procedural rules rather than AI-generated descriptions.

Potential terrain types include:

  • Plains
  • Hills
  • Mountains
  • Forests
  • Urban regions
  • Rivers
  • Lakes
  • Coastal areas
  • Open ocean

Each terrain type should provide simulation-relevant metadata such as:

  • Elevation
  • Cover values
  • Movement cost
  • Visibility modifiers
  • Traversability

This allows terrain to influence simulation behavior rather than existing solely as visual content.


Semantic Terrain Layer

Generated terrain should contain both visual and simulation information.

Each generated region may contain:

Terrain Cell:
 elevation
 terrain_type
 cover_value
 movement_cost
 visibility_modifier
 traversability

This creates a direct link between world generation and simulation behavior.


Urban Environment Generation

Instead of manually creating urban areas, cities and settlements should be generated using procedural rules.

Examples:

  • Road networks
  • District layouts
  • Building blocks
  • Industrial zones
  • Residential zones
  • Strategic facilities

Initially, urban areas may only require simulation metadata rather than highly detailed visual assets.

Simulation-relevant properties include:

  • Cover density
  • Population density
  • Visibility restrictions
  • Movement penalties
  • Communication interference

Water and Maritime Environment Generation

The current map generation focuses exclusively on land terrain.

Future procedural generation should support:

  • Rivers
  • Lakes
  • Coastlines
  • Open sea regions
  • Deep-water regions

This provides a foundation for:

  • Naval operations
  • Amphibious operations
  • Maritime logistics
  • Underwater simulation systems

Strategic Infrastructure Generation

Beyond terrain, the generator should create strategically relevant locations such as:

  • Military bases
  • Airfields
  • Ports
  • Bridges
  • Fuel depots
  • Supply depots
  • Communication facilities
  • Radar installations
  • Observation posts

Objectives can then emerge naturally from the generated environment rather than being placed arbitrarily.


Objective Generation

Instead of generating isolated capture points, objectives should be derived from generated terrain and infrastructure.

Examples:

  • Secure a bridge crossing
  • Capture an airfield
  • Defend a fuel depot
  • Control a mountain pass
  • Protect a communication hub
  • Destroy a radar installation

This creates more believable scenarios and stronger connections between terrain and mission design.


Force Deployment Generation

Unit placement should also be procedurally generated.

Deployment logic should consider:

  • Terrain suitability
  • Infrastructure access
  • Strategic objectives
  • Environmental conditions

Examples:

Mechanized Forces

Prefer:

  • Roads
  • Open terrain
  • Supply access

Infantry Forces

Prefer:

  • Urban terrain
  • Forests
  • Defensive positions

Naval Forces

Prefer:

  • Ports
  • Coastal regions
  • Open water

Air Assets

Prefer:

  • Airfields
  • Forward operating bases

This creates more realistic battlefield setups.


Integration with Future Simulation Systems

Procedural generation will provide the foundation required for future simulation upgrades, including:

  • Continuous simulation
  • Resource and logistics systems
  • Unit composition tracking
  • Detection and reconnaissance systems
  • Fog-of-war
  • Communication delays
  • Command-and-control systems
  • Multi-domain combat
  • Air operations
  • Naval operations
  • Underwater operations

By moving map generation to a deterministic procedural system, future simulation features can rely on structured world data rather than AI-generated descriptions.


Role of AI After Procedural Generation

This proposal does not eliminate AI usage.

Instead, AI moves higher in the scenario generation stack.

Procedural systems generate:

  • Terrain
  • Infrastructure
  • Objectives
  • Environmental conditions
  • Initial force deployments

AI then generates:

  • Mission briefings
  • Operational context
  • Intelligence reports
  • Commander intent
  • Strategic objectives
  • Scenario narratives

This allows AI to focus on storytelling, planning, and contextualization while deterministic systems handle world generation.


Expected Benefits

  • Deterministic and reproducible worlds
  • Improved generation speed
  • Reduced generation cost
  • Easier testing and debugging
  • Better support for future simulation systems
  • More realistic terrain generation
  • More realistic objective placement
  • Foundation for air, naval, and underwater operations
  • Improved scalability as simulation complexity increases
  • Consistent benchmark scenarios for AI evaluation
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Replies: 2 comments 1 reply

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YTFL
Jun 2, 2026
Maintainer Author

Hey @zzz-creator, I was thinking, if you could have a look at this. I was thinking we could upgrade from AI generated terrains to a full procedural generation, as we can't rely on AI to generate full map descriptions using json only after the changes proposed in the other discussion. Let me know what you think about it!

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This is true, we can keep it for now (if we are using Gemini API Key for Vercel), but this would be a very good addition.

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YTFL
Jun 7, 2026
Maintainer Author

@zzz-creator I will start working on the procedural generation on my fork, and once I am done, I will merge it with the main branch, for now, I will start with only the generation of the urban environment.

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