Learning

Deconstructing the mathematical structures behind the meta.

Module: Tactical Topology
METAPROMPT: ACTIVE

The Geometry of War Graph Theory in FPS

Line-of-Sight as a Visibility Graph

Computational Geometry Topology

In games like Counter-Strike 2 or Valorant, a map is mathematically defined as a polygon with holes. The "holes" are the obstacles (crates, walls, pillars).

When you "hold an angle," you are establishing a Visibility Edge between two points in the environment. The entire set of possible sightlines forms a Visibility Graph, where nodes are the corners of obstacles, and edges exist only if the line segment between them does not intersect the interior of any obstacle.

"The 'Visibility Complex' takes this further, mapping all lines of sight into a 2D topological space. Understanding this is how aimbots optimize target acquisition—they are solving a pathfinding problem on a visibility graph, not 'looking' at pixels."

>_ THE Metaprompt
Input:
"Act as a Computational Geometer. Explain the difference between a 'Visibility Graph' and a 'Visibility Complex' in the context of a 2D video game map. Then, provide a Python script using the 'matplotlib' and 'shapely' libraries to: 1. Define a simple room with 2 rectangular obstacles. 2. Calculate the Visibility Graph from a specific player coordinate (Point P). 3. Visualize the resulting 'Line of Sight' polygon."
Objective:

Visualize how the game engine determines if you are exposed.

Module: Probability Fields

Markov Chains in Loot Tables and RNG manipulation.

COMING SOON

Module: Nash Equilibria

Game Theory applications in Pick/Ban phases.

COMING SOON

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