3 research outputs found
Extend Wave Function Collapse to Large-Scale Content Generation
Wave Function Collapse (WFC) is a widely used tile-based algorithm in
procedural content generation, including textures, objects, and scenes.
However, the current WFC algorithm and related research lack the ability to
generate commercialized large-scale or infinite content due to constraint
conflict and time complexity costs. This paper proposes a Nested WFC (N-WFC)
algorithm framework to reduce time complexity. To avoid conflict and
backtracking problems, we offer a complete and sub-complete tileset preparation
strategy, which requires only a small number of tiles to generate aperiodic and
deterministic infinite content. We also introduce the weight-brush system that
combines N-WFC and sub-complete tileset, proving its suitability for game
design. Our contribution addresses WFC's challenge in massive content
generation and provides a theoretical basis for implementing concrete games.Comment: This paper is accepted by IEEE Conference on Games 2023 (nomination
of the Best Paper Award
Developing a Framework for Heterotopias as Discursive Playgrounds: A Comparative Analysis of Non-Immersive and Immersive Technologies
The discursive space represents the reordering of knowledge gained through
accumulation. In the digital age, multimedia has become the language of
information, and the space for archival practices is provided by non-immersive
technologies, resulting in the disappearance of several layers from discursive
activities. Heterotopias are unique, multilayered epistemic contexts that
connect other systems through the exchange of information. This paper describes
a process to create a framework for Virtual Reality, Mixed Reality, and
personal computer environments based on heterotopias to provide absent layers.
This study provides virtual museum space as an informational terrain that
contains a "world within worlds" and presents place production as a layer of
heterotopia and the subject of discourse. Automation for the individual
multimedia content is provided via various sorting and grouping algorithms, and
procedural content generation algorithms such as Binary Space Partitioning,
Cellular Automata, Growth Algorithm, and Procedural Room Generation. Versions
of the framework were comparatively evaluated through a user study involving 30
participants, considering factors such as usability, technology acceptance, and
presence. The results of the study show that the framework can serve diverse
contexts to construct multilayered digital habitats and is flexible for
integration into professional and daily life practices
Comparing Procedural Content Generation Algorithms for Creating Levels in Video Games
Procedural Content Generation (PCG) is used frequently in games to increase replayability by introducing variety to playghrough of a game and reduce development time by allowing complex game worlds to be developed by a smaller team over a more limited amount of time