Development of the system of procedural generation of game maps based on the wave function collapse algorithm

DOI: 10.31673/2786-8362.2024.010909

Authors

  • О. О. Ільїн, (Ilyin O. O.) State University of Information and Communication Technologies, Kyiv
  • С. М. Іщеряков, (Ishcheryakov S. M.) State University of Information and Communication Technologies, Kyiv
  • А. О. Карпов, (Karpov A. O.) State University of Information and Communication Technologies, Kyiv
  • В. О. Єрмоленко, (Yermolenko V. O.) State University of Information and Communication Technologies, Kyiv

DOI:

https://doi.org/10.31673/2786-8362.2024.010909

Abstract

The article discusses the basic scientific principles underlying the wave function collapse algorithm in the context of creating game levels and game maps. The wave function collapse algorithm is based on the principles of quantum mechanics and the idea of a wave function for creating structurally complex objects. Based on this algorithm, a systematic approach to procedural generation is built, which allows for more efficient generation of game levels in conditions of increased game space. This paper examines in more detail the features of the application of the wave function collapse algorithm in tile-type games with voxel graphics. The platform for practical testing of the proposed adapted algorithm is Unity, MagicaVoxel, C#. Obtained results show that this approach avoids artifacts and errors in the generated game locations, and also achieves a satisfactory uniqueness and structure of the location of the elements of the game world.

Key words: procedural generation, gameplay, WFC, C#, Unity, tile-based games.

Published

2024-04-30

Issue

Section

Articles