AAAI Publications, Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference

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Generating Paths with WFC
Hugo Scurti, Clark Verbrugge

Last modified: 2018-09-25

Abstract


We describe a tool based on the Wave Function Collapse algorithm that performs example-based path generation on fixed maps. Our design aims at a practical system usable by non-programmers, and includes both easy input control and multiple post-processing steps. The design is implemented in Unity and enables users to easily visualize the results of experimenting with different path descriptions and game levels.

Keywords


Procedural Content Generation; Constrained-Based Algorithms; Path Generation

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