wavefunction-collapse
ConvChain
wavefunction-collapse | ConvChain | |
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16 | 1 | |
275 | 722 | |
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0.0 | 10.0 | |
almost 2 years ago | almost 2 years ago | |
Python | C# | |
The Unlicense | GNU General Public License v3.0 or later |
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wavefunction-collapse
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A little help with Wave Function Collapse
The weight in this formula refers to the frequency of each tile type derived from the input image or pattern. The algorithm computes the sum of these weights and utilizes logarithmic functions to ascertain the entropy of a particular square oai_citation:1,The Wavefunction Collapse Algorithm explained very clearly | Robert Heaton.
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MATH IS A NIGHTMARE
Wave function collapse examples are very very neat examples! Here's a simple article on them. https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/
- The Wavefunction Collapse Algorithm explained [Blog Tutorial]
- The “Wavefunction Collapse” generation algorithm explained clearly (2018)
- The Wavefunction Collapse Algorithm explained clearly
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r/AnarchyChess user vs u/chessvision-ai-bot - Match #2
I wonder if you could do something like the wave function collapse algorithms (https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/ ) for the entire board’s position. There would be a lot of rule setting and the entropy aspect may break some of the randomness, but you may be able to arbitrarily set the amount of scrambling by having it make input images from certain sizes. You would have to have it only look at the pieces themselves and transparent whitespace, and then put it over a chessboard though, bc it wouldn’t be recognizable as a chess board otherwise
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Shannon entropy in wavefunction collapse algorithm
This article gives this formula:
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Any good WFC implementation out there for creating textures?
Some time ago I learned about Wavefunction Collapse and I recently tried to implement my own version to generate large textures from small samples. However, my implementation was buggy and produced corrupted images.
ConvChain
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The Wavefunction Collapse Algorithm explained clearly
As others have mentioned, this is "just" constraint propagation. I think much of the success is that it's a simple idea to grasp and implement, that provides very good results, and has a compelling name. I don't want to be dismissive, I think it's very cool.
The original author of "wave function collapse" also has "convchain" [0] which is similarly "just" using Monte Carlo Markov Chains to sample the space. It's also a kind of "staple" algorithm for physicists, theoretical computer scientists, etc but I guess hasn't caught on as much as WFC.
Note that WFC has major problems when the tile set is too constrained. There's a SO question about it [1] and I also happen to have written a small article about it as well [2]().
[0] https://github.com/mxgmn/ConvChain
[1] https://stackoverflow.com/questions/72721299/why-can-the-wav...
[2] https://www.fxhash.xyz/article/lessons-learned-from-implemen...
() trigger warning, it's an NFT but please don't let that stop you from reading
What are some alternatives?
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
GodotMono-InfiniteTerrain
Mixture - Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime