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

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초록

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.

키워드

GamesData modelsComputational modelingGenetic algorithmsWave functionsThree-dimensional displaysMachine learning algorithmsProcedural content generation (PCG)puzzle game designwave function collapse (WFC) algorithmPROCEDURAL CONTENT GENERATIONCONSISTENCY
제목
Puzzle-Level Generation With Simple-Tiled and Graph-Based Wave Function Collapse Algorithms
저자
Kim, HwanheeSeo, BeomjooKang, Shinjin
DOI
10.1109/TG.2024.3368017
발행일
2025-03
유형
Article
저널명
IEEE Transactions on Games
17
1
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52 ~ 61