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Hexagonal Grid Numbering
IEEE Transactions on Games ( IF 1.7 ) Pub Date : 2019-09-25 , DOI: 10.1109/tg.2019.2943751
Tomas By

A fundamental requirement for scientific treatment of board games is a simple and practical numbering of the map locations. With square grids, an obvious solution is coordinates along two orthogonal axes. Hexagonal grids, however, have three axes, and only one of them can be aligned with an edge of a square board. Various systems have been proposed for numbering hexagonal grids, and several remain in use. Computational tools that support games with hexagonal grids will presumably need to convert, or operate directly on, the grid coordinates. While it would be possible to write separate software for each of the different coordinate systems, a more general approach is to define a formal description of the coordinate system, which is then supplied as data, and have a single piece of software that can handle all possible hexagonal grid coordinates. Such a system is proposed here, after an exhaustive survey of the various existing coordinate systems, and a comprehensive investigation of the logical possibilities for defining a coordinate system on a hexagonal grid. The formal expression that defines any specific coordinate system consists of around ten characters in the standard 7-b ASCII alphabet, for maximum computational interoperability.

中文翻译:

六角网格编号

对棋盘游戏进行科学处理的一个基本要求是对地图位置进行简单实用的编号。对于方形网格,一个明显的解决方案是沿两个正交轴的坐标。然而,六边形网格具有三个轴,并且只有其中一个可以与方板的边缘对齐。已经提出了多种用于对六边形网格进行编号的系统,其中一些系统仍在使用中。支持六边形网格游戏的计算工具可能需要转换或直接操作网格坐标。虽然可以为每个不同的坐标系编写单独的软件,但更通用的方法是定义坐标系的正式描述,然后将其作为数据提供,并拥有一个可以处理所有坐标系的软件。可能的六边形网格坐标。在对各种现有坐标系进行详尽调查并全面调查在六边形网格上定义坐标系的逻辑可能性之后,这里提出了这样的系统。定义任何特定坐标系的正式表达式由标准 7-b ASCII 字母表中的大约十个字符组成,以实现最大的计算互操作性。
更新日期:2019-09-25
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