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Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games

Authors
Kim, HwanheeHahn, TeasungKim, SookyunKang, Shinjin
Issue Date
Aug-2020
Publisher
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG
Keywords
wave function collapse (WFC); procedural content generation (PCG); Voronoi diagram; navigation mesh; game content
Citation
IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, v.E103D, no.8, pp.1901 - 1910
Journal Title
IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS
Volume
E103D
Number
8
Start Page
1901
End Page
1910
URI
https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/11612
DOI
10.1587/transinf.2019EDP7295
ISSN
1745-1361
Abstract
This paper describes graph-based Wave Function Collapse algorithm for procedural content generation. The goal of this system is to enable a game designer to procedurally create key content elements in the game level through simple association rule input. To do this, we propose a graph-based data structure that can be easily integrated with a navigation mesh data structure in a three-dimensional world. With our system, if the user inputs the minimum association rule, it is possible to effectively perform procedural content generation in the three-dimensional world. The experimental results show that the Wave Function Collapse algorithm, which is a texture synthesis algorithm, can be extended to non-grid shape content with high controllability and scalability.
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