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 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.
POMS works by initially setting the grid to an indeterminate state and progressively realizing sub blocks of the grid. Block boundary edges that fall within the larger grid body are pinned so that, should a block realization succeed, the block can be re-integrated back into the larger grid. Should block level realization fail, depending on the type of block realization failure, either the failed block region is set to an indeterminate state or the block region is restored to its previous state and all realized region boundaries within the grid are considered for erosion by probabilistically setting them to an indeterminate state.
@inproceedings{zzyzek2024poms,
title={Punch Out Model Synthesis: A Stochastic Algorithm for Constraint Based Tiling Generation},
author={Zzyv Zzyzek},
booktitle={Proceedings of the AIIDE Workshop on Experimental AI in Games},
year={2024}}