Puzzle-Level Generation With Simple-Tiled and Graph-Based Wave Function Collapse Algorithms

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Hwanhee Kim;Beomjoo Seo;Shinjin Kang
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Abstract

This article presents case studies using two wave function collapse (WFC) methods, graph-based WFC and simple tiled WFC, to create playable levels for two logic puzzle games: Strimko (Latin Squares) and Flow (connecting dots with pipes). We then evaluate the quality of the generated levels through extensive experiments. Our results indicate that WFC-generated levels are high quality, follow the graph structures' constraints, and are generated faster than levels generated by depth-first search and genetic algorithms. WFC methods can also adapt to new system specifications, common in puzzle games, by changing only the data instead of the code. This increases the stability of content production based on procedural content generation since it relies on data rather than procedures. Furthermore, WFC methods increase the efficiency of the manual process of creating in-game puzzle levels, allowing game designers to complete more tasks in the same amount of time and create a wider variety of assets.
用简单平铺算法和基于图形的波函数折叠算法生成谜题级别
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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