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