Graph Topology and Battle Royale Mechanics

Hacker News
February 21, 2026
AI-Generated Deep Dive Summary
In the world of game design, optimizing maps to enhance player experience is a complex challenge. A recent exploration delves into how graph topology can be used to improve pruning mechanics in games like Two Spies, where removing cities (nodes) without disrupting gameplay is crucial. By modeling the map as an undirected graph—cities as vertices and travel routes as edges—the process of pruning becomes a matter of maintaining connectivity and strategic depth. The key issue lies in avoiding disconnected graphs or linear path structures, which can severely limit player movement and strategy. Alan Pike’s approach highlights the importance of iterative pruning to ensure that each removal maintains a connected, non-linear map. His method involves using breadth-first search (BFS) to verify connectivity after each city is removed, ensuring no player is left stranded in an unreachable area. To further optimize, the article introduces the concept of the Wiener number—a metric measuring the sum of shortest paths between all nodes. Lower Wiener numbers indicate more efficient and enjoyable maps for players, as they reduce travel distances and enhance strategic possibilities. However, relying solely on greedy pruning can lead to subopt
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Originally published on Hacker News on 2/21/2026