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Punch Out Model Synthesis: A Stochastic Algorithm for Constraint Based Tiling Generation

arXiv 2501.14786 ↗First posted 5 Jan 2025cs.DC cs.LGcited by 0

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Abstract (arXiv)

As an artistic aid in tiled level design, Constraint Based Tiling Generation (CBTG) algorithms can help to automatically create level realizations from a set of tiles and placement constraints. Merrell's Modify in Blocks Model Synthesis (MMS) and Gumin's Wave Function Collapse (WFC) have been proposed as Constraint Based Tiling Generation (CBTG) algorithms that work well for many scenarios but have limitations in problem size, problem setup and solution biasing. We present Punch Out Model Synthesis (POMS), a Constraint Based Tiling Generation algorithm, that can handle large problem sizes, requires minimal assumptions for setup and can help mitigate solution biasing. POMS attempts to resolve indeterminate grid regions by trying to progressively realize sub-blocks, performing a stochastic boundary erosion on previously resolved regions should sub-block resolution fail. We highlight the results of running a reference implementation on different tile sets and discuss a tile correlation length, implied by the tile constraints, and its role in choosing an appropriate block size to aid POMS in successfully finding grid realizations.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 2 of its 16 references that are in the map. First posted on arXiv 5 Jan 2025.

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2 of 16 references.

References · 2

  1. 2019Tile Pattern KL-Divergence for Analysing and Evolving Game Levelscited by 16
  2. 2023Extend Wave Function Collapse to Large-Scale Content Generationcited by 2

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