Automatic generation of game content using a graph-based wave function collapse algorithm
- Authors
- Kim; H.; Lee; S.; Lee; H.; Hahn; T.; Kang, Shinjin; S.
- Issue Date
- 2019
- Publisher
- IEEE Computer Society
- Citation
- IEEE Conference on Computatonal Intelligence and Games, CIG, v.2019-August
- Journal Title
- IEEE Conference on Computatonal Intelligence and Games, CIG
- Volume
- 2019-August
- URI
- https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/12800
- DOI
- 10.1109/CIG.2019.8848019
- ISSN
- 2325-4270
- 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 a non-grid shape with high controllability and scalability. © 2019 IEEE.
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- Appears in
Collections - School of Games > Game Software Major > 1. Journal Articles
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