Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games
- Authors
- Kim, Hwanhee; Hahn, Teasung; Kim, Sookyun; Kang, 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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- Appears in
Collections - School of Games > Game Software Major > 1. Journal Articles
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