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COD Map Evaluator

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)


Project Vision

Long-term Goals:

  1. Evaluate existing maps from minimap images
  2. Predict whether a map will play well for HP and SnD
  3. Break "good map design" into measurable geometry metrics
  4. (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.


Scope (Strict)

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

Core Idea

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.


Outputs (Label Schema)

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.


Data

Input

  • Grayscale minimap images (normalized resolution)
  • Manual hill center annotations (initial MVP)
data/
  maps/
    hotel_hp.png
    skidrow_hp.png
    invasion_hp.png
  labels.csv

Assumptions

  • Light regions ≈ walkable space
  • Dark regions ≈ walls / blocked space
  • Hills are fixed points of interest

Pipeline

1. Image Normalization

  • Resize to fixed resolution (e.g. 256×256)
  • Convert to grayscale

2. Walkable Space Extraction

  • Threshold-based segmentation
  • Morphological cleanup
  • Binary walkable mask

3. Navigation Graph Construction

  • Downsample walkable mask
  • Nodes = walkable cells
  • Edges = adjacency

4. Metric Computation (Per Hill)

  • Shortest paths
  • Path diversity
  • Betweenness centrality
  • Entrance width estimation

5. Hardpoint Scoring

  • Hand-designed weighted score
  • Later replaced / augmented by ML

Evaluation Philosophy

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.


Machine Learning (Later Phase)

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.


Map Generation (Future Work)

Generation is constraint-driven:

  • Lane count
  • Symmetry type
  • Choke density targets
  • Hill spacing

Layouts are:

  1. Generated procedurally
  2. Scored by evaluator
  3. Mutated / evolved

This forms an evolutionary map design loop.


Project Status

  • Collect minimaps
  • Walkable space extraction
  • Hill annotation
  • Graph construction
  • Metric validation
  • Baseline CNN
  • Procedural generation

Why This Project Exists

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

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