Originally found at: http://gameai.com/influ.thread.html.
Its mostly intact, with just a few of the long usenet headers striped so it'd format nicely in the pre block.
Shortcuts to the heat transfer description: #1 #2


Hello Everybody:                                            7/15/95


   Here is a second cut at a summarization of the "Influence Mapping" 
thread, including posts that came out after the 6/12/95 summary posting
here on comp.ai.games.  If I missed any posts please let me know;  
I would be more than happy to include them in a future summarization 
(if there's demand for it).

   The posts are presented essentially as is, with some *minor* editing
on my part for formatting.  I left the headers and most .sigs intact.

    Here are the e-mail addresses for those contributors whom I have.
Again, my profound apologies if I missed anybody; PLEASE let me know
and I'll correct this forthwith:

      Uri Bruck                 (bruck@actcom.co.il)         
      Casey Charlton            (casey@larouss.demon.co.uk)
      Winchell Chung            (nyrath@clark.net)           
      Christian Darken          (darken@scr.siemens.com)
      Steve Hodsdon             (hodsdon@scoot.netis.com)
      Jason Kester              (JKester@sea.ms.ch2m.com)
      Melle Koning              (melle@rtbbs.iaf.nl)         
      Jon Lindberg              (jsl@aplexus.jhuapl.edu)
      Andrae Muys               (ccamuys@dingo.cc.uq.oz.au)  
      Sebastien Loisel          (loiselse@ift.ulaval.ca)     
      Blaine S. Tottori         (btottori@utdallas.edu)
      Steven Woodcock           (ferretman@gameai.com)
      J.D.Worsley               (jdw9@ukc.ac.uk)
      Charles Neveu, Ph.D.      (neveu@tibco.com)



    Enjoy!


Steven


   This thread was begun by Steve Hodsdon, who had some ideas w.r.t. the
problems that were being discussed in the "Recognizing Strategic Dispositions"
thread.  He suggested a truly novel approach to the problem....
==============================================================================

From: shodsdon@leotech.mv.com (Steve Hodsdon)
Newsgroups: comp.ai.games
Subject: Influence Mapping
Date: Thu, 18 May 95 06:01:13 GMT

This is an overview of the notes that I'm using for "Recognizing 
Strategic Dispositions."  (An interesting thread that I just started to 
read.  Anybody keep a copy so far that can e-mail it to me?)

     At one time I was going to teach my SWTP computer to play the board 
game GEV (from Steve Jackson Games).  GEV, in case you don't know of it, 
is a very simple wargame.  There is a small assortment of unit types, 
(Light and Heavy Tanks, Missile Tank, Mobile and stationary Howitzers, 
Infantry, and of course, GEVS).  There is also a small variety of 
terrain types -- half a dozen or so.  I needed a way to show the 
computer where the enemy threats were located.

     Enter an article on Map Weighting.  In it, the author talks about 
"influence mapping" and how he came up with the idea from a paper by 
Zobrist (Zobrist, A. L., "A model of visual organization for the game of 
GO," AFIPS Conf. Proc., 1969, 34, 103-112).  The algorithm is simple.  
You take an array which is the same size of the map and set all 
locations to zero.  You then take and place a positive value at each 
friendly unit location and a negative value at each enemy unit location.  
You then loop looking at each location of the array and adjusting the 
value found there by its neighbors.  (Increase it by one for each 
friendly unit and decrease it by one for each enemy unit.)  Now the 
computer can tell how much control the two players had over the board.  
The sign of the value indicates which side had some control.  Values 
near zero meant that you were near no-mans-land.  (Or a "front" if you 
will).  Large values meant that there is a strong control in that area.  
The trick, in my mind, was to determine the starting value for each unit 
type.

     In GEV, each unit has four attributes; Attack Strength, Attack 
Range, Defense Strength, and Movement Range.  Combat is resolved by 
comparing AS against DS, rolling a die, and looking up the result on the 
CRT (Combat Results Table).  It seemed to me that a units overall rating 
would be based on all these attributes.  I thought (at the time) that a 
formula could be used to calculate a units rating.  Looking at the CRT 
and seeing how different attacks would be resolved gave witness to the 
theory.

     Unfortunately, this is about as far as I got.  Married life, 
children, and several moves lost me both the old computer and the board 
games.  :(  (At least the notes were not lost).  Some 15 years have 
passed since I started on that simulation, I have more question now that 
I need to answer.

     In GEV, there is no "fog of war."  You can see all the units at all 
times.  There are no mistaken orders, each unit does what it is told.  I 
now see that several copies of this "influence" array needs to be kept.  
(Or the one copy needs to have flags to indicate "unit seen."  The 
classic trade off between memory used and running speed.)  But I 
digress...

     The algorithm boils down to:

1)   Assign each map location one of three values:
     a)  If it's empty, assign 0;
     b)  If it's occupied by a friendly unit, assign a positive value.
     c)  If it's occupied by an enemy unit, assign a negative value.

2)   Make a new copy of the map with each location receiving its old
     value modified by the six hexes surrounding it:
     a)  Increase by one for each adjacent hex containing a positive
         value.
     b)  Decrease by one for each adjacent hex containing a negative
         value.

3)   Copy the new map back into the old map.

4)   Repeat steps 2) and 3) an arbitrary number of times.

                                 * * *

     I would think that this resulting array could tell you many things.  
For example, is a given unit "in supply?"  (Location value greater then 
a threshold value.)  You have identified the natural groups of forces.  
You know the direction of the strongest threat as well as its' 
magnitude.

     Comments are encouraged, what do you experts make of this 
algorithm?

Steve

==============================================================================

From news.gate.net!seminole.gate.net!woodcock Fri May 19 18:26:22 1995
Path: news.gate.net!seminole.gate.net!woodcock
From: woodcock@gate.net (Steve Woodcock)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping
Date: 19 May 1995 03:01:45 GMT
Lines: 132
Message-ID: <3ph1mp$19og@news.gate.net>
References: 
NNTP-Posting-Host: seminole.gate.net
X-Newsreader: TIN [version 1.2 PL2]

Steve:


   VERY good comments!  Glad to have you onboard...it's good to see
this newsgroup sparking this type of thinking.                  

Steve Hodsdon (shodsdon@leotech.mv.com) wrote:
: This is an overview of the notes that I'm using for "Recognizing 
: Strategic Dispositions."  (An interesting thread that I just started to 
: read.  Anybody keep a copy so far that can e-mail it to me?)

    I've got a full copy of everything so far (minus a couple of posts
that pretty much covered old ground or just agreed with previous comments).
They're on my system at work; I'll e-mail them to you tomorrow.

:      At one time I was going to teach my SWTP computer to play the board 
: game GEV (from Steve Jackson Games).  GEV, in case you don't know of it, 
: is a very simple wargame.  There is a small assortment of unit types, 
: (Light and Heavy Tanks, Missile Tank, Mobile and stationary Howitzers, 
: Infantry, and of course, GEVS).  There is also a small variety of 
: terrain types -- half a dozen or so.  I needed a way to show the 
: computer where the enemy threats were located.

    GEV is a *great* game.  Together with OGRE, it consumed a large
part of my teen years.  Pity SJ Games never did the system justice by 
coming out with additional maps and scenarios.

   GEV and OGRE are *excellent* test cases for an AI experiment.
   
:      Enter an article on Map Weighting.  In it, the author talks about 
: "influence mapping" and how he came up with the idea from a paper by 
: Zobrist (Zobrist, A. L., "A model of visual organization for the game of 
: GO," AFIPS Conf. Proc., 1969, 34, 103-112).  The algorithm is simple.  
: You take an array which is the same size of the map and set all 
: locations to zero.  You then take and place a positive value at each 
: friendly unit location and a negative value at each enemy unit location.  
: You then loop looking at each location of the array and adjusting the 
: value found there by its neighbors.  (Increase it by one for each 
: friendly unit and decrease it by one for each enemy unit.)  Now the 
: computer can tell how much control the two players had over the board.  
: The sign of the value indicates which side had some control.  Values 
: near zero meant that you were near no-mans-land.  (Or a "front" if you 
: will).  Large values meant that there is a strong control in that area.  
: The trick, in my mind, was to determine the starting value for each unit 
: type.
:
:   [amusing anecedotes deleted]
:
:      The algorithm boils down to:

: 1)   Assign each map location one of three values:
:      a)  If it's empty, assign 0;
:      b)  If it's occupied by a friendly unit, assign a positive value.
:      c)  If it's occupied by an enemy unit, assign a negative value.

: 2)   Make a new copy of the map with each location receiving its old
:      value modified by the six hexes surrounding it:
:      a)  Increase by one for each adjacent hex containing a positive
:          value.
:      b)  Decrease by one for each adjacent hex containing a negative
:          value.

: 3)   Copy the new map back into the old map.

: 4)   Repeat steps 2) and 3) an arbitrary number of times.

:                                  * * *


   This is a very interesting concept, similar in many ways to the
approach suggested earlier by Danielle.  Her approach, however, focused
more on using a mapping of known/assumed firepower, but the idea is
the same, and this may be simpler to implement in some ways.

   Question:  Perhaps I'm just being slow tonight, but what is gained
by repeating Steps 2/3 an 'arbitrary' number of times?  Having built
the map in Steps 1-3, why repeat it?  I could see perhaps the desire
to repeat it so that hexes not adjacent to ANY unit would eventually
gain some type of value, but is that a.) desirable and b.) a good idea?
The idea is to propogate the value of a unit outwards to reflect its
control over an area, combined with that of its comrades, but doing it
an arbitrary number of times could lead to weirdness.

   I could forsee, for example, a situation where a very high value
unit (say, an Ogre) 3 hexes from a low value unit (say, a light tank)
would completeley 'swamp' that units' value, turning the hex from a 
negative number to a positive!  (This presume no check to prevent it,
of course.)

   Some would argue this is perfectly okay and realistic; after all, 
a light tank 3 hexes from a fully-functional Ogre isn't in too much
control over its domain.  On the other hand, it could warp your
tactical planning algorithm if not watched for.


:      I would think that this resulting array could tell you many things.  
: For example, is a given unit "in supply?"  (Location value greater then 
: a threshold value.)  You have identified the natural groups of forces.  
: You know the direction of the strongest threat as well as its' 
: magnitude.

    Good point.  Supply is something we've only talked about tangentially
and in passing.

:      Comments are encouraged, what do you experts make of this 
: algorithm?

    It has great merit.  Andrae, Danielle, what do you think?  I think
this fits in with the overall approach that's been slowly being hammered
out here.


Steven

==============================================================================

From: "Kester, Jason/SEA" 
To: Steve Woodcock 
Subject: AI Stuff
Date: Fri, 19 May 95 13:06:00 PDT

Jason Kester - jkester@sea.ms.ch2m.com
>:
>:      The algorithm boils down to:
>
>: 1)   Assign each map location one of three values:
>:      a)  If it's empty, assign 0;
>:      b)  If it's occupied by a friendly unit, assign a positive value.
>:      c)  If it's occupied by an enemy unit, assign a negative value.
>
>: 2)   Make a new copy of the map with each location receiving its old
>:      value modified by the six hexes surrounding it:
>:      a)  Increase by one for each adjacent hex containing a positive
>:          value.
>:      b)  Decrease by one for each adjacent hex containing a negative
>:          value.
>
>: 3)   Copy the new map back into the old map.
>
>: 4)   Repeat steps 2) and 3) an arbitrary number of times.
>

Well, I refined this algorithm a little & tried it out.  First of all, I 
used a square matrix so my computer could handle it easier.  My major 
change, however, was in step two.

for each square:
  a) get the value it had last time
  b) add the values of the 8 surrounding squares together & scale (divide) 
them by some
       factor.  I used 4 & it worked ok, but 2 or 8 would be good too.
  c) add a&b to get new value.

Then Step 3 & 4   - I repeated twice to get a good dispersion.

Your original values dont need to be too high, since they get increased with 
each iteration.  A couple 10's next to eachother grow to 50 or so after two 
iterations.

Finally, I had a third matrix defined which holds the defensive 
modifications due to terrain.  These can be positive or zero, and you just 
add them on top at the end.  I suppose you could multiply them instead, but 
you get the idea.

I ran this on a 10X10 matrix w/ 3 or four units for + and -, then stuck it 
into my surface mapper.  Sure enough, your zero-level contour defines a 
front.  Your units have areas of influence that overlap & combine w/ 
eachother & you can see where thecenter of their force is with a relative 
max (or min).

I guess the next step is to have your forces find a relative max in the 
opponents side, and send a bigger force in there.  The idea being that you 
send a group with a force count higher than the enemy, and not just a bunch 
of individual units that may add up to enough if they happen to get there at 
the right time.

Jason

==============================================================================

From news.gate.net!news.sprintlink.net!demon!larouss.demon.co.uk!casey 
Fri May 19 18:26:22 1995
Path: news.gate.net!news.sprintlink.net!demon!larouss.demon.co.uk!casey
From: Casey Charlton 
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping
Date: 19 May 1995 14:22:59 +0100
Organization: None
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X-Posting-Host: larouss.demon.co.uk

In article: <3ph1mp$19og@news.gate.net>  woodcock@gate.net (Steve Woodcock) writes:
> :      Enter an article on Map Weighting.  In it, the author talks about 
> : "influence mapping" and how he came up with the idea from a paper by 
> : Zobrist (Zobrist, A. L., "A model of visual organization for the game of 
> : GO," AFIPS Conf. Proc., 1969, 34, 103-112).  The algorithm is simple.  
> : You take an array which is the same size of the map and set all 
> : locations to zero.  You then take and place a positive value at each 
> : friendly unit location and a negative value at each enemy unit location.  
> : You then loop looking at each location of the array and adjusting the 
> : value found there by its neighbors.  (Increase it by one for each 
> : friendly unit and decrease it by one for each enemy unit.)  Now the 
> : computer can tell how much control the two players had over the board.  
> : The sign of the value indicates which side had some control.  Values 
> : near zero meant that you were near no-mans-land.  (Or a "front" if you 
> : will).  Large values meant that there is a strong control in that area.  
> : The trick, in my mind, was to determine the starting value for each unit 
> : type.
> :

This is very close to the system that I've been trying to evolve, the basics of 
which follow:

Lets take a hex map for example, and place some terrain, some objectives, and some 
units.

If you build up additional maps of this battlefield, geared towards different 
strategies and needs (attack, defence, movement, etc.), then you can base 
unit orders upon these new maps.

I have been working on the principle of putting a value on each type of 
terrain, and each type of objective, depending on how useful it is to each 
of the strategies that I need to work on, for example a forest might have 
a high defensive value, a lowish offensive value, and a moderate movement 
value. By creating new maps that have a value within each hex it becomes 
easier to evaluate strategies.

If these values are then combined with the units that are currently on 
the map, it becomes possible to evaluate how well / badly defended an area 
is, where weak and strong points are, etc.

If we take a tank, it may add a significant offensive value to it's own 
hex, and due to the range of it's weapons, may add a slightly lower offensive
value to all hexes within it's LOF and range (possibly modified by terrain 
and chance of hitting as modified by range). If another tank was beside it 
then the two LOF's and ranges would very likely cross, and create fields 
of fire with overall greater values. If an enemy tank was within this 
field it might reduce the values by it's defensive values.

It's sort of like building up a histogram of the battlefield to figure 
out where you are strong, weak, balanced, etc.

I probably haven't explained this very well, because I'm still working on the 
theory behind it, and I'm still in the brainstorming stage, but suggestions, 
comments, modifications, and clarifications, are all welcome.


CC
 
---------------------------------------------------------------------------
| Casey Charlton    EMail casey@larouss.demon.co.uk                       |
---------------------------------------------------------------------------

==============================================================================

From: btottori@utdallas.edu (B Tottori)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping
Date: 19 May 1995 21:21:49 GMT
Organization: The University of Texas at Dallas
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References: 
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NNTP-Posting-User: btottori
X-Newsreader: TIN [version 1.2 PL2]

Steve Hodsdon (shodsdon@leotech.mv.com) wrote:
:      In GEV, each unit has four attributes; Attack Strength, Attack 
: Range, Defense Strength, and Movement Range.  Combat is resolved by 
: comparing AS against DS, rolling a die, and looking up the result on the 
: CRT (Combat Results Table).  It seemed to me that a units overall rating 
: would be based on all these attributes.  I thought (at the time) that a 
: formula could be used to calculate a units rating.  Looking at the CRT 
: and seeing how different attacks would be resolved gave witness to the 
: theory.

If I remember correctly, GEV is a turn based game and that target range
is not used to determine the amount of damage done.  It seems to me that you
could measure a unit's "influence" by looking at:

  1. What locations could the unit move to in its turn (Movement Range).
  2. For each such location...
       For each location that is in range of the unit (Attack Range)...
	 Add an amount proportional to the unit's firepower (Attack Strength).

I don't know of a way to incorporate the Defense Strength factor, but you get
the idea.  Note that this is a very short-sighted view of "influence".
If I remember, GEV wasn't strictly a "Last Unit Standing" type of game, i.e.,
there were other objectives that could be met to achieve victory.  These
would also have to be taken into account somehow.

:      The algorithm boils down to:

: 1)   Assign each map location one of three values:
:      a)  If it's empty, assign 0;
:      b)  If it's occupied by a friendly unit, assign a positive value.
:      c)  If it's occupied by an enemy unit, assign a negative value.

: 2)   Make a new copy of the map with each location receiving its old
:      value modified by the six hexes surrounding it:
:      a)  Increase by one for each adjacent hex containing a positive
:          value.
:      b)  Decrease by one for each adjacent hex containing a negative
:          value.

: 3)   Copy the new map back into the old map.

: 4)   Repeat steps 2) and 3) an arbitrary number of times.

I would like to see some results of using this algorithm.  It seems to me
that the "no man's land" should be quite narrow, but this is purely
conjecture.


Good Luck and Good Hunting!

Blaine S. Tottori

==============================================================================

Newsgroups: comp.ai.games
From: jsl@aplexus.jhuapl.edu (Jon Lindberg)
Subject: Re: Influence Mapping
Message-ID: 
Keywords: Map analysis mesh analysis
Sender: usenet@aplcenmp.apl.jhu.edu
Nntp-Posting-Host: aplexus.jhuapl.edu
Organization: JHU/APL
References:  <3ph1mp$19og@news.gate.net>
Date: Fri, 19 May 1995 16:29:54 GMT
Lines: 53

>:      The algorithm boils down to:
>
>: 1)   Assign each map location one of three values:
>:      a)  If it's empty, assign 0;
>:      b)  If it's occupied by a friendly unit, assign a positive value.
>:      c)  If it's occupied by an enemy unit, assign a negative value.
>
>: 2)   Make a new copy of the map with each location receiving its old
>:      value modified by the six hexes surrounding it:
>:      a)  Increase by one for each adjacent hex containing a positive
>:          value.
>:      b)  Decrease by one for each adjacent hex containing a negative
>:          value.
>
>: 3)   Copy the new map back into the old map.
>
>: 4)   Repeat steps 2) and 3) an arbitrary number of times.
>
>:                                  * * *

Steve Woodcock writes:
>  Question:  Perhaps I'm just being slow tonight, but what is gained
>by repeating Steps 2/3 an 'arbitrary' number of times?  Having built
>the map in Steps 1-3, why repeat it?

	If you repeat steps 2 and 3 some number of times, your map
will eventually settle into a steady state where the values in the
map don't change.  At this point you have propagated the influence
of each unit across the entire map, and have a clear picture of who
controls each square and exactly how much they control it.  If you
don't repeat the process, you will not see effects such as borders
between areas influenced by different groups of units (which would
show up as zero or near zero values), and you will not see the
complete effect of groups of units.

	I'd have to get out my old EE textbooks to recall the
details but this method is one that is used for computing the
influence of electromagnetic fields in a plane.  I believe that
it is generally used for a wide variety of types of field analysis,
so there should be reference materials available on the
algorithm at any technical library - details such as the effects
of computing with 4-adjacency or 8-adjancency, or how to know when
to stop iterating.  I don't recall what the formal name of this
type of algorithm is, but the name mesh analysis comes to mind.

					Jon

-- 
LINDBERG,JON STERLING
Johns Hopkins University/Applied Physics Laboratory (F2C)
Johns Hopkins Road
Laurel, MD  20723
jsl@aplpy.jhuapl.edu

==============================================================================

From: jdw9@ukc.ac.uk (J.D.Worsley)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping thread vs Image analysis?
Date: Tue, 13 Jun 95 18:02:17 GMT
Organization: University of Kent at Canterbury, UK.
Lines: 22
Sender: jdw9@ukc.ac.uk
Distribution: world
Message-ID: <912@swallow.ukc.ac.uk>
NNTP-Posting-Host: swallow.ukc.ac.uk

I just finished reading the summary of the 'influence mapping'
thread, unfortunately my final exams have hindered my newsreading
in the past few weeks :(, but I digress...

My first thought on reading the summary was "hey, isn't that
similar to image analysis techniques ?". The idea of allowing a unit,
or a pixel, to influence the output value of it's neighbour is similar to 
how the eye is meant to work (if I remember my college Biology ;). I think
it is also an approach used by edge detection algorithms in image analysis
(please correct me if I'm wrong).

The two short points I wanted to make were:
- if anyone is going to try the 'influence mapping' approach, perhaps
image analysis books might provide the algorithms already ?(there is after
all no point in reinventing the wheel).
- also, you can look at the playing field unit by unit, and work out 
spheres of influence, but why not at a higher level to work out the
'general lie' of the forces on the ground ? , for the 'long term' 
strategy ?

Jari 
- imagination on holiday, sorry no sig.

==============================================================================

From iplmail.orl.mmc.com!woodcock Wed Jun 14 16:16:43 1995
Path: iplmail.orl.mmc.com!woodcock
From: woodcock@escmail.orl.mmc.com (Steve Woodcock)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping thread vs Image analysis?
Date: 14 Jun 1995 20:16:07 GMT
Organization: Martin Marietta
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X-Newsreader: TIN [version 1.2 PL2]

Hello Everybody:



     Jason is having trouble posting to this group again (I know the feeling;
my commerical server has been up and down like a yo-yo lately) so he asked
me to post this for him.  

Steve

=============================================================================

Well, I posted this to comp.ai.games, but for some reason our news server
doesn't send out to the outside world, so once again, I ask you to please
post this for me.  If it somehow managed to make it there by itself, and you 
see it, could you let me know?  Thanks!

By the way, I liked the discussion summaries.  They'll probably fire up a 
whole new round of debate!

Jason
 -----------
In article <912@swallow.ukc.ac.uk> jdw9@ukc.ac.uk (J.D.Worsley) writes:
>My first thought on reading the summary was "hey, isn't that
>similar to image analysis techniques ?". The idea of allowing a unit,
>or a pixel, to influence the output value of it's neighbour is similar to
>how the eye is meant to work (if I remember my college Biology ;). I think
>it is also an approach used by edge detection algorithms in image analysis
>(please correct me if I'm wrong).
>Jari

Actually, when I did my testing a while back, I used heat transfer
equations, with each unit being represented by a temperature
constraint on a point of a flat plate.  If you constrain a
single point to a certain temperature, it will influence other
points of the plate over time, eventually reaching a steady
state.  With only one point constrained, the entire plate
will reach a constant temperature in the steady state.  With
several point sources, both positive and negative, the
steady state solution will define areas of influence, and
show a quick picture of who owns what.  Here is a quick
example of how a few units might affect their surroundings:

Initial:            Steady State:
0  0  6  0  0       0  3  6  3  1
0  0  0  0  0      -3 -1  2  4  3
0 -6  0  4  0      -5 -6 -1  4  4
0 -4  0  0  0      -5 -4 -2  5  5
0  0 -6  6  0      -4 -5 -6  6  5

If you produce a contour map of this data, you can see the
front as the zero level.

The real beauty of the heat-transfer analogy is that by
changing the thermal conductivity of any point on the
plate, you can modify the ability to influence it.  This
may not make much sense at first, but imagine a composite
plate made up of various materials stuck together
to represent terrain on a map.  Now obviously, if a particular
map section is made of styrofoam, it will not conduct heat
as well as a section made of aluminum.  So what you do is
define how well each terrain type conducts influence.  Say,
make mountainous terrain conduct like styrofoam, forrests
conduct like steel, plains like aluminum, and roads like
gold.  This way, a tank sitting in the mountains wont be
able to command as large an area as one in the middle of
a field.  Make sense?

Imagine a tank sitting in the middle of a 5x5 grid, with
the edges all constrained to a level of zero.  The map
on the left contains the terrain data in terms of thermal
conductivity (which determines how well heat (military strength)
can be transfered through it).  Say the 4s represent forrest,
and the 9s represent open grassland.  The influence of a
strength 8 tank might look like this:

Terrain map:      Influence map:
9  9  9  9  9     0  1  2  1  0
9  9  9  9  9     1  3  4  3  1
9  9  9  9  9     2  4  8  4  2
4  4  4  4  4     0  1  2  1  0
4  4  4  4  4     0  0  0  0  0

The influence map shows what the tank commands, and how well
he commands it.

This approach works well with supply lines, since all you
need to do is set the conductivity for roads to be really
high.  This way, ALL troops along or near a road would
boost the power of any other unit along that road.  If an
enemy puts units on a road square, that line to the forward
units is broken, and the influence from rear units must now
flow overland (through styrofoam instead of gold) to get
there.

Well, that's all I'll say about that for a while.  Now to
quickly touch on a couple other areas...

If you actually did input those earlier digrams into a
surface mapper, you would notice that the areas of influence
look like little hills & valleys.  It would make sense then
to use some civil engineering methods for earth moving to
take 'dirt' from your 'hill' & fill up the other guy's 'valley'.
This is the approach you'd take if you were simply looking
to eradicate all the enemy forces from the face of the earth.
Just figure out how many units it will take to fill up the
enemy hole & send them in all at once.

If your objective is to capture strategic points with the
least resistance, you can use trajectory generation algorithms
to find 'passes' in the enemy influence mountains.  I dont
really want to dig up my old robotics texts to go into the
math here, but I remember it being pretty straightforward.

Anyway, enough rambling!  If anyone wants, I'll post some
of my original source (I did it in Qbasic, since that all
I have on my computer at work!) its only 200 lines or so,
and it illustrates what's going on pretty well.

Jason Kester 



==============================================================================
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                                                      THE LAST HERO

==============================================================================

From: nyrath@clark.net (Nyrath the nearly wise)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping:  Summary
Date: 13 Jun 1995 22:28:51 GMT
Organization: morthrai.morgoth.web
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I actually used influence mapping in a computer game I wrote
years ago for the Atari 800 ( Gulf Strike )

It was a *very* crude AI, as it had to fit into a computer
that had 24K of ram. Basically it mirrored the human user,
so that he got the illusion of a sentient opponent.

The influence map was an array of bytes, the same dimension as
the game map. First, it was zeroed out by filling it with
128. Values from 128 to 0 represented increasing AI strength,
while values from 129 to 255 represented increasing user strength.

For every AI army unit, that unit's combat strength was subtracted
from its location on the influence map. In each square that was
adjacent, (combat strength - 1) was subtracted. In each square that
was adjacent to the prior adjacent squares, (combat strength - 2)
was subtracted. Repeat until (combat strength - n) = 0. Now,
do the next AI unit.
 Repeat the procedure with the user's units, except that their
combat strength is added to the influence matrix instead of being
subtracted. (add combat strength - 1, then add combat strength - 2,
etc.)

 When it comes time for the AI units to move, they examine the value
of the influence map at their location.
If the value is less than 128, that means that the unit either has
no close enemies, lots of buddies nearby, or both. So it adopts
the "Brave" strategy.
If the value is greater than 128, the opposite is true, so it adopts
the "Coward" strategy.

"Brave" strategy: move in such a fashion that each new location
has an influence value that is equal to or greater than the current
location. (The idea is to charge the enemy. The pious hope is that
lots of your buddies are also charging)
"Coward" strategy: just the opposite, move in such a fashion that
each new location has an influence value that is equal to or less
than the current location. (The idea being to run away from the
enemy, and hopefully cluster with your buddies)

At the start of the next turn, the influence map is zeroed out
and the whole thing starts again.

A complication was the presence of impassible terrain on the map.
I adopted a flood algorithm for determining the next "adjacent"
square, when filling the influence map. Influence would "flood"
around impassible terrain, and leak through gaps. I forget the
details of the flood algorithm, but they really are not important.
I also had problems with AI units too stupid to move around
impassible terrain. I had to resort to another map with "bread
crumbs" on it. These crumbs were placed by me when the map was
created. They helped an AI unit find the passable gaps. (i.e.,
if an AI unit had a choice between moving to two new squares, each
with the same value, it would choose the one that had the crumb
in it.)

It worked surprisingly well, all things considered. I'm sure this
crude algorithm can inspire a better one.
I got the idea for the algorithm from a gaming journal, from an
article probably inspired by the original influence mapping article.


I too am a fan of GEV and OGRE. Not surprisingly. I'm the one
who drew the original drawings, and designed the appearance of the Ogre
and all the other units.

*--- WINCHELL CHUNG ---*+ ogre o mk-V * /-I'm nobody------------------------\
|Nyrath the nearly wise| . +.  |  * . ' | Nobody at all. But the secrets of |
|  nyrath@clark.net    |.* \\_/|\_// +  | universe don't mind. They reveal  |
| winchchung@delphi.com|___/(o)|(o)\___ | themselves to nobodies that care. |
*----------------------*####"""""""#### \--OUTER LIMITS: "Galaxy Being"-----/ 

==============================================================================

Newsgroups: comp.ai.games
From: darken@scr.siemens.com (Christian Darken)
Subject: Re: Influence Mapping thread vs Image analysis?
Message-ID: 
Sender: news@scr.siemens.com (NeTnEwS)
Nntp-Posting-Host: avocet.scr.siemens.com
Organization: Siemens Corporate Research, Princeton NJ
Date: Fri, 16 Jun 1995 18:38:03 GMT
Lines: 231


Posted on behalf of "Kester, Jason/SEA" 
(his news poster is still broken).

Chris

 ------------
Well, here's the source code I promised the other day.  Since I wrote it all 
at work during lunch, all I had to work with was QBasic, so it's pretty 
slow.  If I was coding it into an actual
game, I'd write it in assembly, since it's pretty simplistic & needs a bunch 
of iterrations to come up with steady state solutions.

So I wanted to go through & make sure the theory was right, but it turns out 
I sold back my heat transfer book for beer money several years back & I 
think I failed the final, so I guess I cant really go around calling myself 
an expert.  But I seem to remember the finite element algorithm to be pretty 
simple.  Basicly, for each iteration, you set each point to the average of 
its four previous neighbors, then scale with the thermal conductivity.  You 
want to make sure that you dont change any of the points which have 
constraints on them & you have to be careful around the edges of the map or 
you'll accidently constrain it to zero.  I have deliberately left out any 
heating constraints since I dont want to deal with del^2's & mean looking 
pde's.

I never got around to putting in the variable thermal conductivity.  I did, 
however, set the
program up to deal with it, so if you fill the SIGMA() array with #'s from 
zero to one, it will use them.  I was just lazy & didn't really want to take 
up 60 more lines with a redundant loader & another input file.

Well, here it is.  The qbasic program comes 1st and can be called whatever 
you want.  Save the data file as "war3.inp" or change the appropriate line 
in the file.  Try changing the size of the map that it looks at, and the # 
if iterations!

Jason Kester 

 -------------------------------CUT HERE---------------------------------

' WAR3.BAS      Jason Kester 
'
' This is a pretty simplistic demonstration of using finite element
' heat transfer algorithms to simulate an influence map for a strategic
' wargame.

' There is currently no support for loading in terrain files, but it
' should be easy to do.  Just copy the load routine & change some
' variables.  Sigma values should range from 0 to 1, with 0 being
' impassible terrain (void) and 1 being superconducting

' Be careful editing the input files, as the reader would like nothing
' more than to hang & lock your computer.  The "Save?" option can
' be used to generate an xyz .dat file that can be used with Surfer
' or another mapping program.

CLOSE
DIM weightmap(50, 50), conmap(50, 50)
DIM tempmap(50, 50)
DIM sigma(50, 50)

REM weightmap =         current state
REM conmap =            initial state with constraints
REM tempmap =           temporary map to swap w/ weightmap
REM sigma=              thermal conductivity (terrain info)

size = 9                ' map size (can be 0 to 19 to work with input file)
factor = 4              ' how many neighbors a cell has
iterations = 5          ' the more iterations, the better the solution
                        ' Try 50 for close to steady state.
infile$ = "war3.inp"
sigmafile$ = "terrain.inp" ' no support for this yet.
datfile$ = "war3.dat"

REM open file
OPEN infile$ FOR INPUT AS #1
  LINE INPUT #1, a$:       REM skip 1st line
q = 1
repeat:
  LINE INPUT #1, raw$
  IF raw$ = "---" THEN GOTO done        ' Terminate input file with this
  IF EOF(1) THEN GOTO done              ' but dont hang if you dont.
  p = 1
lupethru:
  grid$ = MID$(raw$, p, 1)
  IF (grid$ = "!" OR p > 40) THEN       ' Terminate lines with "!"
    q = q + 1                           ' otherwise lenght defaults to 40
    GOTO repeat
  END IF
  IF grid$ = "x" THEN weightmap(q, p) = 8       ' Place Units
  IF grid$ = "o" THEN weightmap(q, p) = -8
  IF grid$ = "X" THEN weightmap(q, p) = 16
  IF grid$ = "O" THEN weightmap(q, p) = -16
  conmap(q, p) = weightmap(q, p)                ' Place on constraint map 
too
  sigma(q, p) = .9       ' Everything conducts well for now...
  p = p + 1
  GOTO lupethru
done:
CLOSE 1


CLS             ' clear the screen!
PRINT
PRINT
PRINT
PRINT "Step 1 - Drop Units Onto Map"
PRINT

FOR b = 0 TO size
  FOR a = 0 TO size
    IF (a < 12) THEN LOCATE (b + 1), (5 * a + 1)
    PRINT " "; weightmap(b, a); "  ";
  NEXT
  IF (a < 12) THEN LOCATE (b + 1), (5 * a + 1)
  PRINT "          "
NEXT

'       Step 2
FOR rept = 1 TO iterations

FOR a = 0 TO size
  FOR b = 0 TO size
    tempmap(b, a) = 0
    tfact = factor
rem       THE ALGORITHM:
    IF (b <= 0 OR b >= size) THEN tfact = tfact - 1
    IF (a <= 0 OR a >= size) THEN tfact = tfact - 1

    IF b > 0 THEN tempmap(b, a) = tempmap(b, a) + weightmap(b - 1, a) / 
tfact
    IF a > 0 THEN tempmap(b, a) = tempmap(b, a) + weightmap(b, a - 1) / 
tfact
    IF b < size THEN tempmap(b, a) = tempmap(b, a) + weightmap(b + 1, a) / 
tfact
    IF a < size THEN tempmap(b, a) = tempmap(b, a) + weightmap(b, a + 1) / 
tfact
REM    tempmap(b, a) = tempmap(b, a) + weightmap(b, a) * 2 / factor
    tempmap(b, a) = sigma(b, a) * tempmap(b, a)
'       A note here.  The way it works now is that the influence from
'       other squares is scaled by the current square.  This allows
'       influence to spread well from mountains to fields, but not
'       the other way around.  Another approach would be to scale
'       each component by its respective sigma, limiting the ammount
'       of influence flowing out from neighboring squares, rather
'       than that flowing in to this square.
'       Try it both ways, change the IF lines to look like:
'       ... + sigma(b-1,a)*weightmap(b-1,a)/tfact
'       & see how it changes things.

    IF (conmap(b, a)) THEN tempmap(b, a) = conmap(b, a)
                ' constrain initial points to prevent overheating
  NEXT
NEXT

FOR b = 0 TO size
  FOR a = 0 TO size
    weightmap(b, a) = tempmap(b, a)
    tempmap(b, a) = 0
  NEXT
NEXT


'PRINT
PRINT "Step 2 - Smooth"
PRINT

FOR b = 0 TO size
  FOR a = 0 TO size
    IF (a < 12) THEN LOCATE (b + 1), (5 * a + 1)
    PRINT " "; weightmap(b, a); "  ";
  NEXT
  IF (a < 12) THEN LOCATE (b + 1), (5 * a + 1)
  PRINT "          "
NEXT

laap:
  k$ = INKEY$
REM  IF k$ = "" THEN GOTO laap  'uncomment this to wait for keypress
  IF k$ = "x" THEN GOTO goaway
NEXT

PRINT
PRINT "Save?"
INPUT a$
IF a$ <> "y" THEN END
PRINT "saving."                 ' dump to output
OPEN "war3.dat" FOR OUTPUT AS #5
FOR a = 0 TO size
  FOR b = 0 TO size
    PRINT #5, b, a, weightmap(b, a)
  NEXT
NEXT

goaway:
CLOSE 5

 -------------------------------CUT HERE---------------------------------
This next file is "war3.inp".  leave the "---" at the end, it needs it!
 ---------------------------------CUT HERE---------------------------------
1234567890123456789012345678901234567890
  X                  x                  !
 XX           x                         !
    X   X  X                            !
     o       x  x      x                !
  X               x                     !
       O      o       x                 !
                        x               !
  X   o     o      O                    !
                                        !
             o      o                   !
        O                               !
                O       O               !
                                        !
            o        o     o            !
                                        !
      x                                 !
 O           O     o                    !
                                        !
        x    x                          !
                                        !
                                        !
                                        !
                                        !
                                        !
 ---

==============================================================================

Newsgroups: comp.ai.games
From: bruck@actcom.co.il (Uri Bruck)
Subject: Re: Influence Mapping:  Strategic . . .
Organization: ACTCOM - Internet Services in Israel
Date: Fri, 16 Jun 1995 13:05:10 GMT
Message-ID: 
Sender: news@wang.com
Lines: 103


I thinkI can add something to the thread about influence mapping, using 
the already mentioned idea of General/Sargent algorithm.
This may seem obvious to many of you, but it's a point worth mentioning.

The hierarchical division to General/Sargent can be used to save a lot of 
computation time if each level sees the map in a different resolution.
Personally I prefer having four levels (am currently trying to implement
something using four levels of units) where the two lower levels
are actually represented as field units, and therefore structurally similar,
the two higher levels are command levels.

This design (with more or less levels) becomes effective if the General
only sees the map  in a lower resolution than. 
(Perhaps I should also mention that I like to use cartesian coordinates rather
than hexes, since I have no pre-computer war game experience, this deosn't 
mean using squares - like Dune II apparently does, but continous coordinates)
Influence mapping can still be done this way.
Suppose we have different maps of the playing fields, in different
resolutions (sp?), each level sees the map in an appropriate resolution.

The General(HQ) sees the entire map in low resolution, it will see groups 
of units as areas of influence, we could also add heading and velocity of 
units to determine how dangerous they are to areas that the AI wants to 
defend. A faster group of units would be more dangerous because it would 
reach the AI area in less time. The AI knows it has several 2nd level 
commanders at its disposal, it can assign one to defend a specific area, 
it can assign a couple of others to secure a position that will threaten 
an enemy installation, this will be done after low resolutions analysis is 
done using perhaps one of the previously posted methids of influence mapping.

The 2nd level commanders - Colonels - receive their instructions, such as, 
attack a certain area,= they would need a more detailed map of that area, and
perhaps the way to get there, it is not necessary to make the detailed map
for the entire playing field, only for those areas which the Colonels need 
information about, if two Colonels need information about the same area, they
can use the same piece of map. Colonels have different kinds of units they
can use to carry out their mission. The units are grouped under sargents,

I see two possible kinds of groups, homogenous groups, or mixed groups, 
provided the units in the mixed groups can travel the same types of terrain
at more or less the same speeds.  Colonels need to find the method that 
will give the best chance of success in their mission. They can another 
method mentioned under several names in the thread, like 'flowing' through 
the influence map and determine the shortest route, finding the weakest 
spot etc.

They can try to determine which tatics would have the best chance of 
success.
If they 'know' (pre-programmed knowledge) that destroying a certain defended
installation can be done in one of two ways:
1. head on attack
2. long range artillery first - short range attack later.
each of these tactics would state some requirements
(f'rinstance no.2 would require that the Colonel can use its long range units
to shell the destination, while the other forces maneaver into position
to attack - it would need to calculate the approximate amount of time
it would take to carry this out, it could also test the possibily of 
using different balances)
In short the Colonel would have access to many generalized tactical
scripts for each command would have to choose the one with the highest 
possibilty of success.

Sargents are simpler - They receive one of the basic command from the Colonel
and distribute them among their units, basic command like move, attack, stand
and hold fire, all the lower level stuff like changing direction, updating
position etc. is handled by the unit itself. The Sargent may receiv a command
to attack a group of units, and assign each of its units to on of the units in
the group. Most of the units in the group can be pretty dumb - the Sargent can
be used to check out the surounding area and adjust the movement orders if 
necessary.

F'rinstance, if they are being shot at while en route, it would be up to 
the Sargent to decide whether they should try to evade the attack and still
try to make it to their assigned destination, or dispatch some of the units 
to take care of the immediate danger while the others continue on their
main mission.

This may sound comlicated to do at every turn - but then I was not thinking
of a turn based game in the usual sense, but something more along the lines 
of Dune II, which runs continously.

What is left is detemining how often each level of command should be updated.
Units that actually move should be continously updated. The higher the level
the less updating one needs, what the higher level units should do is mostly
check on the progress of the current mission and things that may need 
immediate attention. this can be done both by using the maps,and the reports
(In my implementation I update the maps about every six program cycles, when
considereing a turn based game this sound too slow, but I my design was 
a continous play game, to prvent jerkiness, I update 1 sixth of the 
general map, every turn)

Reports - just as commands flow down the command hierarchy, reports should
flow upwards, information from reports can sometimes greatly enhance the 
information received from control maps, letting each command level know
the exact status of the units one level below, thus it can determine whether 
its plans are being carried out successfuly, whether it is necessary to call
on resrves, change plan of action, give commands at the proper time.
(this assumes flasless communications - it would interesting to watch
what happens if we allow comminications to falter)

AI should also try to guess where the enemy intends to attack, recognize
concentrations of force before they happen, this is posssible, by 
extrapolating movement vectors of groups o funits, this isn't precise, but 
it give the AI a general idea where the enemy might converge and it could send
some forces to be in the vicinity, so they can at least slow down the 
enemy forces.


Uri Bruck

==============================================================================

From: shodsdon@leotech.mv.com (Steve Hodsdon)
Newsgroups: comp.ai.games
Subject: Influence Mapping:  Summary
Message-ID: 
Date: Sat, 17 Jun 95 23:34:28 GMT
References: <3rl3f3$88b@clarknet.clark.net>
Organization: NETIS Public Access Internet * 603-432-2517 *
Lines: 62
X-Newsreader: ZipNews Reader/Mailer v0.93b (Beta)


In article <3rl3f3$88b@clarknet.clark.net> nyrath@clark.net writes:

> 
> I actually used influence mapping in a computer game I wrote
> years ago for the Atari 800 ( Gulf Strike )
> 

[snip]

> 
> At the start of the next turn, the influence map is zeroed out
> and the whole thing starts again.

This is how I saw the algorithm working.  You seem to be using the upper 
bit as a sign bit, it shows which side has more influence over a 
paticular spot on the map.  (My 6800/6502 assembly programming sticks 
with me...)

> 
> A complication was the presence of impassible terrain on the map.
> I adopted a flood algorithm for determining the next "adjacent"
> square, when filling the influence map. Influence would "flood"
> around impassible terrain, and leak through gaps. I forget the
> details of the flood algorithm, but they really are not important.

An interesting idea.  I'll bet this kept the units from getting stuck in 
the middle of the map.

> I also had problems with AI units too stupid to move around
> impassible terrain. I had to resort to another map with "bread
> crumbs" on it. These crumbs were placed by me when the map was
> created. They helped an AI unit find the passable gaps. (i.e.,
> if an AI unit had a choice between moving to two new squares, each
> with the same value, it would choose the one that had the crumb
> in it.)

Now this is interesting.  This could be used to "seed" the prevered 
path.

> 
> It worked surprisingly well, all things considered. I'm sure this
> crude algorithm can inspire a better one.
> I got the idea for the algorithm from a gaming journal, from an
> article probably inspired by the original influence mapping article.

For some reason my notes don't show just which magazine I copied them 
from.  I *think* it was Computer Gaming World, around '82 or so.

> 
> 
> I too am a fan of GEV and OGRE. Not surprisingly. I'm the one
> who drew the original drawings, and designed the appearance of the Ogre
> and all the other units.

Ohhh, a celib!  :)  Good to see you here.

Steve
--

Whoops, Gotta run.                     |  shodsdon@netis.mv.com
The cat's caught in the printer!       |

==============================================================================

From: ccamuys@dingo.cc.uq.oz.au (Andrae Muys)
Newsgroups: comp.ai.games
Subject: Re:Influence Mapping/Image/Heat
Date: 19 Jun 1995 11:49:23 GMT
Organization: University of Queensland
Lines: 67
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NNTP-Posting-Host: dingo.cc.uq.oz.au
X-Newsreader: TIN [version 1.2 PL1]

Jason,
   I read your post to comp.ai.games, and really enjoyed it.  One thing I 
would like your opinion on would be to, instead of point held @ const' 
temp', edges @ zero.  Use Heat injected into point and dQ/dt=0 at edges.  
Then map the influence as a complex value, with magnitude + j.decay. or 
similar.  I'm just brain storming here so I would welcome input.

I only covered the maths behind scalar/vector fields last year so I still 
have all the maths texts at home.  After exams I'll look it up and post a 
few equations which apply.  I am studing elec' eng'.  So most of my 
theory comes from an elec' background(hence j as sqrt(-1)).  In the 
strat' disp' thread we were discussing ways of including time in your 
estimation of influence.  In complex freq' the frequency(jw) is plotted 
on the imag' axis, while the exp' growth/decay of the signal is plotted 
on the real' axis.  I can't remember whether an injection of heat reaches 
a non-trivial ss, however I can't imagine we will be iterating till any 
map reaches ss.  It was proposed that the rate of change of influence be 
used in some way to include time in the mapping.  I havn't had a chance 
to write any test code yet.(but only 9days left till exams end :-))  
OK just brainstorming how about this as a basic algorthim...

Pass 1. each unit propigates its strength a certain distance(say fireing 
range for inf/art, charging for cav).  One side +ve, other -ve, 
influence=SUM(all units influence).
     // This shouldn't be too computationally intensive as each unit will 
     // propigate its influence a very limited distance.

Pass 2. each square propigates influence per some formula, probably 
heat/field based. Stored as a complex variable, with mag=+-3dB point(or 
some other difference.  phase=some function(derivitives/logs/whatever of 
growth/decay of value, probably including the time to reach certain dB 
levels)

Pass 3. (maybe) I like the idea of lower resolutions of influence.  So an 
average of some description is produced for the general(whatever).  
However I am concerned about possible abrubt changes at boundries so how 
about this as a solution.
    Use large squares(easy), but overlap them and let general look at a 
quater of each square.  This would mean that when considering the 
influence in a particular 1/4 you would look at four values, upper-left, 
upper-right, lower-left, lower-right.  These may be very similar in which 
case the influence is relitivly const.  Or very different in which case 
you will know of the abrubt change in the vicinity.  What do you think?

running out of time, so any more will have to come another time.

Andrae.

 -----------
In article <912@swallow.ukc.ac.uk> jdw9@ukc.ac.uk (J.D.Worsley) writes:
>My first thought on reading the summary was "hey, isn't that

Actually, when I did my testing a while back, I used heat transfer
equations, with each unit being represented by a temperature
constraint on a point of a flat plate.  If you constrain a
single point to a certain temperature, it will influence other
points of the plate over time, eventually reaching a steady
state.  With only one point constrained, the entire plate
will reach a constant temperature in the steady state.  With

--
=====================================================================
a.muys@mailbox.uq.oz.au      | 
Andrae Muys                  |   
Prentice Centre              |   If you are reading this you can feel    
University of Queensland.    |    safe in the knowledge you are
Australia                    |    literate.

==============================================================================

From: ccamuys@dingo.cc.uq.oz.au (Andrae Muys)
Newsgroups: comp.ai.games
Subject: Re: Influence Mapping/Image/Heat
Date: 20 Jun 1995 07:50:02 GMT
Organization: University of Queensland
Lines: 33
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Andrae Muys (ccamuys@dingo.cc.uq.oz.au) wrote:
: Jason,
(((Big snip)))
: running out of time, so any more will have to come another time.

I have considered futher and I seem to remember that the resulting 
distribution from an injection of heat at at point is a gaussian curve 
(e.g. normal)  which is a continuous approximation of a binomial 
distribution.  The nice thing about a binomial distribution is that it is 
discrete so it is even possible that integers could be used, or at least 
the effects of differing FPU's could be reduced.  It would seem realistic 
that the effects of a unit would propigate with some exponential 
function.  

Well what do you think???

Andrae.

==============================================================================
(Added after reading the thread in late 1996)
From: "Charles Neveu, Ph.D." 

Hi Steven:

Very nice web site. 

I have something to add to influence mapping thread: the first influence
mapping algorithm is essentially identical to an image processing
operation called "chamfering" "Chamfer" is a woodworking/metalworking
term that means beveling. It's done to an edge image, and the idea, I
think, is to use the intermediate values to group the individual edge
pixels into longer curves. The resultant image looks beveled. There is a
simple algorithm for doing it completely in two passes over the image.

Regards,
Charles
-- 
Charles Neveu Ph.D
TIBCO Inc.            email: neveu@tibco.com
3165 Porter Drive     voice: 415.846-5137
Palo Alto, CA 94304   fax:   415.846-5005