Lorenzen Meneses, Erick
Supervisor:Prof. Gudrun Klinker
Advisor:Dyrda, Daniel (@ga67gub)
Submission Date:[created]


This work aims to explore the potential advantages of using the hierarchical graph data structure as a means to control the process of generating dungeons for video games. For this, a modified wave function collapse algorithm that uses a hierarchical graph as an input was designed and implemented. This higraph input is used to define the entire generation process, from the overall shape of the dungeon to the adjacencies of each possible tile. An evaluation of this implementation is carried out based on generated results as well as the general attributes that the generator displays. The results show that while this variant of WFC has a higher level of controllability when compared to the generic version, it also requires more work to set up and use effectively. For games where such a trade-off is acceptable, using higraphs in this way may prove a competent addition to a generator.

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