A machine learning system that analyzes Call of Duty minimap images to predict map quality ratings for Hardpoint (HP) and Search & Destroy (SnD) game modes.
This project explores whether a map will play well based purely on its layout geometry, using minimap images as input. It's a research/tooling project focused on map flow, rotations, choke points, and accessibility - not gun balance, player skill, or full 3D simulation.
Current Pipeline: Minimap Image → Walkable Space Extraction → Geometric Metrics → Ridge Regression → Quality Scores (1-10)
Long-term Goals:
- Evaluate existing maps from minimap images
- Predict whether a map will play well for HP and SnD
- Break "good map design" into measurable geometry metrics
- (Future) Generate new map layouts that score highly under those metrics
Philosophy: Start with strong geometric signals first, then introduce ML models. Prioritize interpretability over raw accuracy - if a metric feels unintuitive to a competitive player, it needs revision.
Included
- Call of Duty Hardpoint only
- 2D minimap-style images
- Geometry-based evaluation
- Hill-to-hill rotations
Explicitly Excluded (for now)
- Elevation / verticality
- Weapon balance
- Spawn logic (later extension)
- Player behavior modeling
- Full 3D environments
Minimap → Walkable Space → Navigation Graph → HP Metrics → Score
Instead of asking “Is this map good?”, we ask:
- How many viable routes reach each hill?
- How severe are choke points?
- How healthy are rotations between hills?
- Is control too centralized?
These questions are turned into quantitative metrics.
Each map is evaluated using the following scores (0–1):
- rotation_quality – health of hill-to-hill rotations
- hill_accessibility – number & width of viable hill entrances
- choke_severity – dominance of narrow choke points
- overall_hp_score – weighted aggregate HP quality
Labels are initially human-assigned and later learned.
- Grayscale minimap images (normalized resolution)
- Manual hill center annotations (initial MVP)
data/
maps/
hotel_hp.png
skidrow_hp.png
invasion_hp.png
labels.csv
- Light regions ≈ walkable space
- Dark regions ≈ walls / blocked space
- Hills are fixed points of interest
- Resize to fixed resolution (e.g. 256×256)
- Convert to grayscale
- Threshold-based segmentation
- Morphological cleanup
- Binary walkable mask
- Downsample walkable mask
- Nodes = walkable cells
- Edges = adjacency
- Shortest paths
- Path diversity
- Betweenness centrality
- Entrance width estimation
- Hand-designed weighted score
- Later replaced / augmented by ML
This project prioritizes:
- Interpretability over raw accuracy
- Geometry-first reasoning before ML
- Simple heuristics that mirror how players talk about maps
If a metric feels unintuitive to a competitive player, it probably needs revision.
Once geometric metrics are reliable:
- CNN predicts HP scores directly from images
- Hybrid models combine CNN + graph features
- Models are used as evaluators for generation
ML is a tool, not the foundation.
Generation is constraint-driven:
- Lane count
- Symmetry type
- Choke density targets
- Hill spacing
Layouts are:
- Generated procedurally
- Scored by evaluator
- Mutated / evolved
This forms an evolutionary map design loop.
- Collect minimaps
- Walkable space extraction
- Hill annotation
- Graph construction
- Metric validation
- Baseline CNN
- Procedural generation
Competitive FPS maps live or die on geometry.
This project attempts to:
- Formalize intuitive map design knowledge
- Provide tooling for designers & analysts
- Explore AI-assisted multiplayer level design