Comments (3)
The random seed is used to initialize the random number generator across all clients so that everyone can run the same deterministic simulation (if you want more information look up deterministic lockstep in rts games).
As a consequence, the random number generator also determines the player starting positions. What you can do is infer the starting position from the first N actions of a player. Another possible scenario is generating a heatmap that shows game activity over time on the map.
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I don't think we could get the spawn position from the random seed, but let's not keep that door closed.
What we could actually do, as a temporary solution, is detect the coordinates of the first actions from actions block. What do you think?
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Ah darn, it seemed very likely it would come from the seed :)
I'll continue onward using estimation / prediction like suggested - closing this off, thanks!
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Related Issues (20)
- Represent floats like the game does with three digit precision after the comma
- improve tome of retraining target hero detection
- Possible to see who DC and who "quits"? HOT 1
- Action 0x16 how to recognize the game object? HOT 4
- Resource trades HOT 2
- Alphanumeric itemId values HOT 4
- Feature: Async Parsing API HOT 1
- TypeError: Cannot set property 'playerName' of undefined HOT 4
- RangeError during parsing of some recent replays HOT 4
- Buffer out of bounds while parsing HOT 6
- Select Subgroup itemId issue HOT 8
- Issue due to fitering players by slotStatus > 1 HOT 3
- Move from travis-ci to github actions HOT 1
- More issues with parsing players HOT 2
- Hero Levels bugged HOT 3
- Parsing of action objectId1 and objectId2 issue HOT 2
- Parsing of 0x1A 'UpdateSubgroup' game block HOT 3
- Chat mode always returns "Team" HOT 4
- Sometimes ['map']['file'] returns an empty string HOT 4
- Reply file specification HOT 2
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