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Generating Paths with WFC

2018-08-13 16:21:00
Hugo Scurti, Clark Verbrugge

Abstract

Motion plans are often randomly generated for minor game NPCs. Repetitive or regular movements, however, require non-trivial programming effort and/or integration with a pathing system. We here describe an example-based approach to path generation that requires little or no additional programming effort. Our work modifies the Wave Function Collapse (WFC) algorithm, adapting it to produce pathing plans similar to an input sketch. We show how simple sketch modifications control path characteristics, and demonstrate feasibility through a usable Unity implementation.

Abstract (translated)

通常为小型游戏NPC随机生成运动计划。然而,重复或常规运动需要非平凡的编程工作和/或与路径系统的集成。我们在这里描述了一种基于示例的路径生成方法,几乎​​不需要额外的编程工作。我们的工作修改了波函数折叠(WFC)算法,使其适应于生成类似于输入草图的路径计划。我们展示了简单的草图修改如何控制路径特征,并通过可用的Unity实现演示可行性。

URL

https://arxiv.org/abs/1808.04317

PDF

https://arxiv.org/pdf/1808.04317.pdf


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