WAVE FUNCTION COLLAPSE. APPLICATION OF COLLAPSE METHOD IN GAME SPACE GENERATION

V. V. Dziuba
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Abstract

The article explores a method for creating game content using procedural generation based on the wave function collapse. It has been determined that using this method with the basic approach yields relatively acceptable results. In some cases, anomalies are encountered, or spaces with a low level of diversity are generated. At the initial stages of generation, zones where generation is impossible using the basic method have been identified. One way to address this issue is through repeated generation, which requires additional resources. A modification of the method has been proposed using repeated passes. In some cases, this method has proven to be quite effective. To improve the method's efficiency, the space has been divided into zones to verify the correctness of the generated area. The most effective application of the basic method has been determined – traversing the space with another algorithm and post-processing after generation. One such algorithm allows for the preparation of samples to be substituted into closed zones that appear. Preparing generation materials significantly speeds up the operation of the wave function collapse. Preliminary traversal of space to identify probable problem areas occurs separately from the main generation. The algorithm has been modified for the automatic recognition of compatible samples, significantly reducing the time for generation preparation and the number of problem areas created. Enclosed spaces that restrict access to parts of the map have been identified. Depending on the size of the restricted area, several solutions have been proposed. For small areas, replacement with decorative content, for large areas – regeneration with samples designed to create internal content, or replacement of certain blocks with passable ones. Based on the research results, it is concluded that the generation of game space using the wave function collapse method is more efficient when auxiliary algorithms and constraints are applied at the initial and final stages of generation. Also, the idea of dividing generation into visible and invisible parts is proposed: the visible part is created during scene preparation, and the invisible part is generated during level traversal.
波函数坍缩。折叠法在游戏空间生成中的应用
本文探讨了一种使用基于波函数坍缩的程序生成来创造游戏内容的方法。已经确定,使用这种方法与基本方法产生相对可接受的结果。在某些情况下,会遇到异常,或者产生低多样性的空间。在生成的初始阶段,已经确定了无法使用基本方法生成的区域。解决这个问题的一种方法是通过重复生成,这需要额外的资源。提出了一种采用重复遍历法的改进方法。在某些情况下,这种方法已被证明是相当有效的。为了提高方法的效率,对空间进行了分区,以验证生成区域的正确性。确定了基本方法最有效的应用——用另一种算法遍历空间,生成后进行后处理。一种这样的算法允许将样品的制备替换为出现的封闭区域。生成材料的制备大大加快了波函数坍缩的运行速度。初步遍历空间以确定可能的问题区域,这与主代分开进行。该算法已被修改为自动识别兼容的样本,大大减少了生成的准备时间和创建的问题区域的数量。已经确定了限制访问部分地图的封闭空间。根据限制区域的大小,提出了几种解决方案。对于小区域,用装饰性内容替换,对于大面积-用设计用于创建内部内容的样本进行再生,或者用可通过的块替换某些块。研究结果表明,在博弈空间生成的初始阶段和最终阶段分别应用辅助算法和约束条件时,采用波函数坍缩法生成博弈空间的效率更高。同时,提出了可视部分和不可视部分生成的思路:可视部分在场景准备过程中生成,不可视部分在关卡遍历过程中生成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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