5.4AIAug 14, 2023
Extend Wave Function Collapse to Large-Scale Content GenerationYuhe Nie, Shaoming Zheng, Zhan Zhuang et al.
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.
8.5AIAug 18, 2024
Moonshine: Distilling Game Content Generators into Steerable Generative ModelsYuhe Nie, Michael Middleton, Tim Merino et al.
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm into a controllable PCGML model. We first generate a large amount of content with a constructive algorithm and label it using a Large Language Model (LLM). We use these synthetic labels to condition two PCGML models for content-specific generation, a diffusion model and the five-dollar model. This neural network distillation process ensures that the generation aligns with the original algorithm while introducing controllability through plain text. We define this text-conditioned PCGML as a Text-to-game-Map (T2M) task, offering an alternative to prevalent text-to-image multi-modal tasks. We compare our distilled models with the baseline constructive algorithm. Our analysis of the variety, accuracy, and quality of our generation demonstrates the efficacy of distilling constructive methods into controllable text-conditioned PCGML models.
13.1CVMay 27, 2025
MoPFormer: Motion-Primitive Transformer for Wearable-Sensor Activity RecognitionHao Zhang, Zhan Zhuang, Xuehao Wang et al.
Human Activity Recognition (HAR) with wearable sensors is challenged by limited interpretability, which significantly impacts cross-dataset generalization. To address this challenge, we propose Motion-Primitive Transformer (MoPFormer), a novel self-supervised framework that enhances interpretability by tokenizing inertial measurement unit signals into semantically meaningful motion primitives and leverages a Transformer architecture to learn rich temporal representations. MoPFormer comprises two stages. The first stage is to partition multi-channel sensor streams into short segments and quantize them into discrete ``motion primitive'' codewords, while the second stage enriches those tokenized sequences through a context-aware embedding module and then processes them with a Transformer encoder. The proposed MoPFormer can be pre-trained using a masked motion-modeling objective that reconstructs missing primitives, enabling it to develop robust representations across diverse sensor configurations. Experiments on six HAR benchmarks demonstrate that MoPFormer not only outperforms state-of-the-art methods but also successfully generalizes across multiple datasets. More importantly, the learned motion primitives significantly enhance both interpretability and cross-dataset performance by capturing fundamental movement patterns that remain consistent across similar activities, regardless of dataset origin.