Toward Space-Time WaveFunctionCollapse for Level and Solution Generation

WaveFunctionCollapse (WFC) is a constraint-satisfaction-based approach to procedural content generation via machine learning (PCGML). It is relatively easy to implement and requires very little training data, making it a popular approach. Generated game levels are guaranteed to look locally similar totheir example tilemaps; however, local adjacency rules often fail to capture global solvability rules, potentially making many such levels unplayable. Existing approaches to improving the solvability of WFC-generated levels typically require adding additional game-specific information in the form of global constraints, substantially increasing the complexity and time required for setup. The purpose of this work is to explore whether using level solutions as training data can allow WFC to learn solvability constraints and game mechanics. We have implemented a novel space-time approach that uses three-dimensional space-time blocks representing solutions to 2D levels as both input and output. Experiments using this method show that space-time WFC is capable of demonstrating localized game mechanics and creating small playable levels with given solutions. However, levels are slow to generate, and some high-level constraints are still not captured.

Authors

Institutions

Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2024-11-15
DOI
https://doi.org/10.1609/aiide.v20i1.31863
Primary Topic
Photonic and Optical Devices
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Toward Space-Time WaveFunctionCollapse for Level and Solution Generation

S. I. Cooper, Kaylah Facey
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Photonic and Optical Devices
article

Toward Space-Time WaveFunctionCollapse for Level and Solution Generation

S. I. Cooper, Kaylah Facey
article en

Abstract

WaveFunctionCollapse (WFC) is a constraint-satisfaction-based approach to procedural content generation via machine learning (PCGML). It is relatively easy to implement and requires very little training data, making it a popular approach. Generated game levels are guaranteed to look locally similar totheir example tilemaps; however, local adjacency rules often fail to capture global solvability rules, potentially making many such levels unplayable. Existing approaches to improving the solvability of WFC-generated levels typically require adding additional game-specific information in the form of global constraints, substantially increasing the complexity and time required for setup. The purpose of this work is to explore whether using level solutions as training data can allow WFC to learn solvability constraints and game mechanics. We have implemented a novel space-time approach that uses three-dimensional space-time blocks representing solutions to 2D levels as both input and output. Experiments using this method show that space-time WFC is capable of demonstrating localized game mechanics and creating small playable levels with given solutions. However, levels are slow to generate, and some high-level constraints are still not captured.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 20(1)
Universidad del Noreste (MX)
Openalex Percentile: Top 82%
Photonic and Optical Devices
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.