Generating Paths with WFC
DOI:
https://doi.org/10.1609/aiide.v14i1.13010Keywords:
Procedural Content Generation, Constrained-Based Algorithms, Path GenerationAbstract
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.
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Published
2018-09-25
How to Cite
Scurti, H., & Verbrugge, C. (2018). Generating Paths with WFC. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14(1), 271-273. https://doi.org/10.1609/aiide.v14i1.13010
Issue
Section
Demonstrations