Hierarchical WaveFunction Collapse

Michael Beukman, Branden Ingram, Ireton Liu, Benjamin Rosman
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Abstract

Video game developers are increasingly utilising procedural content generation (PCG) techniques in order to generate more content far quicker than if it were designed. Although promising, much of the successful work to date has been achieved in simple 2D environments or has required significant hand-designed effort. This is due to the difficult nature of defining plausible metrics, fitness functions or reward functions which can quantify the quality of generated levels. Our work aims to avoid this difficulty by utilising minimal human design to build up constraints, and generating diverse levels that maintain these constraints. We achieve this by hierarchically applying the recent WaveFunction collapse (WFC) algorithm. Our approach allows designers to specify larger-scale components, and additional constraints that are difficult to enforce using standard WFC. We empirically demonstrate that our approach does indeed incorporate these higher-level structures, and is more controllable than our baselines. Despite these benefits, our levels do not suffer from a lack of diversity. Finally, we illustrate the scalability and flexibility of our approach by applying it to both 2D and 3D domains.
分层波函数崩溃
电子游戏开发者越来越多地利用程序内容生成(PCG)技术,以便以比设计更快的速度生成更多内容。尽管很有希望,但到目前为止,许多成功的工作都是在简单的2D环境中完成的,或者需要大量的手工设计。这是由于很难定义合理的指标、适合度函数或奖励函数(它们可以量化生成关卡的质量)。我们的工作旨在通过使用最少的人为设计来建立约束,并生成维持这些约束的不同关卡来避免这一困难。我们通过分层应用最近的WaveFunction collapse (WFC)算法来实现这一点。我们的方法允许设计人员指定更大规模的组件,以及使用标准WFC难以执行的附加约束。我们的经验证明,我们的方法确实包含了这些更高层次的结构,并且比我们的基线更可控。尽管有这些好处,我们的水平并没有受到缺乏多样性的影响。最后,我们通过将其应用于2D和3D领域来说明我们方法的可扩展性和灵活性。
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