Compressed Square Tree Renderer

(Work in progress)

For games with a small branching factor and a decreasing move set, large regions of the image will only represent the first couple of moves. It would be nice to scale back the initial moves and enlarge the subsequent moves so that all moves have an equal size but the hierarchical structure remains.

Taking Noughts and Crosses as an example, as you cannot make a move in the middle more than once, it will always show as a large square, compared to subsequent moves. It may be worth trying to compensate for this by scaling the middle square to be equal to all the other moves.

How much wasted space is there?

The optimal size of a tile, such that all tiles have the same area is 81/73/81 = 1.37%. That means the current small tiles would take up 72 * 1.37% = 98.63%. That is an increase from 72/81 = 88.89% of 9.74%.

This means there is about 9.74% wasted space caused by the larger squares.

Adjusting surrounding tiles

The center tile

... and to doublecheck the effects on the corner tiles, lets calculate the new area.

The side tiles

To do

The corner tiles

To do

Generalising for any square tree

To do

Adjusting inner tiles

To do

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