How Townscaper Works: A Story Four Games in the Making
gamedeveloper.com
gamedeveloper.com
There are so many little hidden detail to find (look for “round” grid areas, build a tower in the middle then delete the bottom of it and see what happens)
I have been following Oskar on Twitter [0] for last few years, he is such a good communicator. It’s always a joy when one of his posts turned up with the details of the latest thing he is working on. Even if you aren’t interested in game design he is such a good follow.
You can play a demo of Townscaper in your browser here: https://oskarstalberg.com/Townscaper/
Now, I'm just looking for a use-case to implement them myself sometime.
I'm using them to try and generate stencils (for artwork purposes.)
Also currently failing to generate PacMan mazes with them but I suspect that's more easily solved with some simple if/then/else trees...
I love the aesthetics and don't regret the purchase, but it feels more like a tech demo than a game.
And a live WASM demo if you’re into that: https://zfedoran.github.io/go-wfc-algorithm/
I've come to expect with articles like this that at a certain point, the author stops fully understanding, and switches to metaphors or analogies that ultimately fail to explain the central concept. While plenty of detail was skipped, the switch to the non-technical never came and I happily read it the whole way through.
As soon as your model has nodes and edges you can use wave function collapse on it. Your grid doesn't even need to have every cell be the same shape. Square(ish) cells just happen to be easy to design graphics for.
In any case, since around the release of Unreal Tournament in the late nineties, I've always just referred to them as bots— that feels for me like it strikes the right balance in terms of expressing that it's a non-human participant in the game, and one whose behaviours may be varying degrees of intelligent, as far as leveraging pre-scripted actions and potentially cheats.
I.e. generally behaving pretty similar to players, minus the environment-exploitation
If you are just referring to AI as in ML, even then ML is at its core a series of processes for tuning control systems. Those ML models are just complex versions of traditional systems from control theory with the tuning handled by the training process.
So yes in a sense, procedural generation, constraint solvers, wave collapse, etc can all be seen as AI since they are just different ways of solving the problem of "how do I believably make/do X in a useful or believable way".
Yes, these days it's most commonly used to describe something that we can't quite understand the inner-workings of (huge neutral networks; big data), but A* pathfinding and decision trees are also AI.
Later I called it: “AI”
Such as “Is the AI still brain dead in Civilization VI?”
In a gaming context I think of it as entirely different from a more computer science definition of AI.