Comments (5)
The only problem is, given the same seed and its outcome, I cannot obtain the same outcome again
Please help me understand your question. By seed you mean a PRNG seed or seed as the constrained part?
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The only problem is, given the same seed and its outcome, I cannot obtain the same outcome again
Please help me understand your question. By seed you mean a PRNG seed or seed as the constrained part?
The same seed
here mean 2 things: (1) The PRNG seed we feed to the WFC run remains the same. (2) Since the constrained seed for each tile is derived from the PRNG seed and tile index, we can guarantee those seeds are order independent as well.
The problem is weight probability has changed due to constraint propagation. So we can no longer obtain the same tile observation result.
My StackOverflow question might be better phrased:
https://stackoverflow.com/questions/62490854/order-independent-weighted-random-selection
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My StackOverflow question might be better phrased
I see. So you're trying to get the same result from 2 different constrained parts. Just interesting, why would you want to do this?
You can fix the order of observation. Or you can generate result from the first constraint, save this result, and use the choices from the save when generating from the second constraint.
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My StackOverflow question might be better phrased
I see. So you're trying to get the same result from 2 different constrained parts. Just interesting, why would you want to do this?
You can fix the order of observation. Or you can generate result from the first constraint, save this result, and use the choices from the save when generating from the second constraint.
Imagine this workflow: generate a texture, pick a part of it as constraint, use them to generate again.
Preferably, you want the 2nd result to remain the same, and then you change the seed to get different output.
But in reality the 2nd result won't match, because constraints reduce entropy, so we cannot obtain the same result even though we know it's one of possible solution.
So yeah, it looks like I need to save some more information.
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Imagine this workflow: generate a texture, pick a part of it as constraint, use them to generate again. Preferably, you want the 2nd result to remain the same, and then you change the seed to get different output.
I see. Yeah, the simplest solution would be to just save the first result, or save the order of observation.
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Related Issues (20)
- [not an issue] using this algorithm in a game engine plug-in HOT 1
- potentially erroneous entropy calculation HOT 1
- Java implementation HOT 1
- Neighbor constraints do not always appear to be enforced HOT 6
- Can't run it on Mac OS HOT 4
- Deadlock when collapsing HOT 4
- "Voxel models generated with WFC and other algorithms will be in a separate repo." HOT 2
- Implementation in C HOT 2
- Description of entropy HOT 1
- Return value of Propagate HOT 5
- How to generate an XML data file for simpletiled from an image file? HOT 1
- Unable to get the program to work in Windows 10 HOT 11
- 太棒了!!!
- Please comment the code! HOT 6
- This project is using the name "Wave function collapse" for a process that is not the physics Wave Function Collapse HOT 2
- N values above 3 hang HOT 1
- Suggestion for a different name: Sudoku Collapse HOT 2
- Generate from a pre-defined output image HOT 4
- What is the best way to enforce some tiles (simple tiled model) to not be rotated? HOT 1
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