Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, Hwanhee | - |
dc.contributor.author | Hahn, Teasung | - |
dc.contributor.author | Kim, Sookyun | - |
dc.contributor.author | Kang, Shinjin | - |
dc.date.available | 2021-03-17T06:52:01Z | - |
dc.date.created | 2021-02-26 | - |
dc.date.issued | 2020-08 | - |
dc.identifier.issn | 1745-1361 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/11612 | - |
dc.description.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. | - |
dc.publisher | IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG | - |
dc.title | Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Kang, Shinjin | - |
dc.identifier.doi | 10.1587/transinf.2019EDP7295 | - |
dc.identifier.scopusid | 2-s2.0-85089911923 | - |
dc.identifier.wosid | 000576052000014 | - |
dc.identifier.bibliographicCitation | IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, v.E103D, no.8, pp.1901 - 1910 | - |
dc.relation.isPartOf | IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS | - |
dc.citation.title | IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS | - |
dc.citation.volume | E103D | - |
dc.citation.number | 8 | - |
dc.citation.startPage | 1901 | - |
dc.citation.endPage | 1910 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Computer Science | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Information Systems | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Software Engineering | - |
dc.subject.keywordAuthor | wave function collapse (WFC) | - |
dc.subject.keywordAuthor | procedural content generation (PCG) | - |
dc.subject.keywordAuthor | Voronoi diagram | - |
dc.subject.keywordAuthor | navigation mesh | - |
dc.subject.keywordAuthor | game content | - |
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