Generating Paths with WFC
This addresses the need for easier path generation in game development, though it is incremental as it modifies an existing algorithm.
The paper tackles the problem of generating non-repetitive motion paths for game NPCs by adapting the Wave Function Collapse algorithm to produce paths from input sketches, demonstrating feasibility with a Unity implementation.
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.