{"about":{"site":"https://codewithpapers.app","non_affiliation":"Code with Papers and Syntology are not affiliated with, endorsed by, or sponsored by Papers with Code, Meta, or the pwc-archive mirror.","licence":"CC BY-SA 4.0","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","attribution":"https://codewithpapers.app/attribution","modified":"archive material modified by Syntology; see the attribution page"},"url":"/paper/generating-paths-with-wfc","title":"Generating Paths with WFC","arxiv_id":"1808.04317","date":"2018-08-13","proceeding":null,"authors":["Hugo Scurti","Clark Verbrugge"],"abstract":"Motion plans are often randomly generated for minor game NPCs. Repetitive or\nregular movements, however, require non-trivial programming effort and/or\nintegration with a pathing system. We here describe an example-based approach\nto path generation that requires little or no additional programming effort.\nOur work modifies the Wave Function Collapse (WFC) algorithm, adapting it to\nproduce pathing plans similar to an input sketch. We show how simple sketch\nmodifications control path characteristics, and demonstrate feasibility through\na usable Unity implementation.","url_abs":"http://arxiv.org/abs/1808.04317v1","url_pdf":"http://arxiv.org/pdf/1808.04317v1.pdf","source":{"archive":"pwc-archive (Hugging Face), CC BY-SA 4.0","snapshot":"2025-07-28","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","row_kind":"abstracts"},"code_links":[{"paper_slug":"generating-paths-with-wfc","repo_url":"https://github.com/hugoscurti/path-wfc","is_official":1,"mentioned_in_paper":1,"mentioned_in_github":0,"framework":"none","reach":null}],"tasks":[{"task_slug":"unity","task_name":"Unity"}],"methods":[],"datasets_introduced":[],"methods_introduced":[],"results":[],"syntology":{"atlas_url":null,"mcp":null,"developers":"https://syntology.ai/developers"},"arxiv_metadata":null,"syntology_extracted_results":null}