Generating Paths with WFC
August 13, 2018 Β· Declared Dead Β· π Artificial Intelligence and Interactive Digital Entertainment Conference
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Authors
Hugo Scurti, Clark Verbrugge
arXiv ID
1808.04317
Category
cs.AI: Artificial Intelligence
Citations
7
Venue
Artificial Intelligence and Interactive Digital Entertainment Conference
Last Checked
4 months ago
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.
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