Nested Wave Function Collapse Enables Large-Scale Content Generation

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Yuhe Nie;Shaoming Zheng;Zhan Zhuang;Julian Togelius
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引用次数: 0

Abstract

The Wave Function Collapse (WFC) algorithm is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related optimized algorithms based on it lack the ability to generate commercial-scale or infinite content due to constraint conflicts and high time complexity. This article proposes the Nested WFC algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and subcomplete tileset preparation strategy, which requires only a small number of tiles to generate infinite, aperiodic, and deterministic content. We use Mario and Carcassonne as two game examples to describe their application and discuss potential research value. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.
嵌套波函数折叠实现大规模内容生成
波函数折叠(WFC)算法是一种广泛应用于程序内容生成的基于贴图的算法,包括纹理、对象和场景。然而,由于约束冲突和时间复杂度高,目前的WFC算法以及基于其的相关优化算法缺乏产生商业规模或无限内容的能力。本文提出了嵌套WFC算法框架来降低时间复杂度。为了避免冲突和回溯问题,我们提供了一个完整和次完整的瓷砖集准备策略,该策略只需要少量的瓷砖就可以生成无限的、非周期性的和确定性的内容。本文以《马里奥》和《卡卡松》两个游戏为例,描述了它们的应用,并讨论了潜在的研究价值。我们的贡献解决了WFC在大规模内容生成方面的挑战,并为实现具体的游戏提供了理论基础。
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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