This study presents case studies using two wave function collapse (WFC) methods, graph-based WFC and simple tiled WFC, to create playable levels for two logic puzzle games: Strimko (Latin Squares) and Flow (connecting dots with pipes). We then evaluate the quality of the generated levels through extensive experiments. Our results indicate that WFC-generated levels are high quality, follow the graph structures' constraints, and are generated faster than levels generated by depth-first search and genetic algorithms. WFC methods can also adapt to new system specifications, common in puzzle games, by changing only the data instead of the code. This increases the stability of content production based on procedural content generation since it relies on data rather than procedures. Furthermore, WFC methods increase the efficiency of the manual process of creating in-game puzzle levels, allowing game designers to complete more tasks in the same amount of time and create a wider variety of assets.
CITATION STYLE
Kim, H., Seo, B., & Kang, S. (2024). Puzzle-Level Generation with Simple-tiled and Graph-based Wave Function Collapse Algorithms. IEEE Transactions on Games. https://doi.org/10.1109/TG.2024.3368017
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