Techniques for Visualizing and Designing Singularity Cells and Weight-Based Subgrid Ranges in the Wave Function Collapse Algorithm 


Vol. 14,  No. 5, pp. 312-319, May  2025
https://doi.org/10.3745/TKIPS.2025.14.5.312


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  Abstract

This paper proposes a modified method of the Wave Function Collapse (WFC) algorithm to automatically generate essential 2D game maps using given tiles. As a Procedural Content Generation (PCG) technique, the proposed method addresses two major limitations of the original WFC algorithm: the lack of designer intent reflection and slow computational speed. The method generates the map in subgrid units and introduces techniques such as handling singularity cells and controlling weight values. These enhancements improve the algorithm's processing speed and enable the generation of diverse map designs that can satisfy player expectations. Experimental results demonstrate a performance improvement ranging from at least 10 times up to 150 times faster than the original approach.

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  Cite this article

[IEEE Style]

J. Bae and M. Sung, "Techniques for Visualizing and Designing Singularity Cells and Weight-Based Subgrid Ranges in the Wave Function Collapse Algorithm," The Transactions of the Korea Information Processing Society, vol. 14, no. 5, pp. 312-319, 2025. DOI: https://doi.org/10.3745/TKIPS.2025.14.5.312.

[ACM Style]

JooHyun Bae and Mankyu Sung. 2025. Techniques for Visualizing and Designing Singularity Cells and Weight-Based Subgrid Ranges in the Wave Function Collapse Algorithm. The Transactions of the Korea Information Processing Society, 14, 5, (2025), 312-319. DOI: https://doi.org/10.3745/TKIPS.2025.14.5.312.