Proposal: Conflict Resolution Optimization Inspired by Physical Locality Principles
Hi mxgmn,
First, I want to express my deep admiration for the Wave Function Collapse algorithm. Its elegance in merging constraint solving with procedural generation is truly inspiring.
Background & Motivation
My optimization idea stems from a philosophical analogy between WFC and quantum systems:
- If we view the entire generation space as a "macroscopic wavefunction", the iterative collapse process reflects the system's intrinsic properties.
- However, real physical systems obey strong locality – long-range dependencies (analogous to "non-local hidden variables") are rare without prior entanglement.
This leads to a key insight: Most conflicts in WFC can be resolved locally without global backtracking.
Schematic (Mermaid)
flowchart TD
A[Start Conflict Resolution] --> B[Identify Conflict Cell]
B --> C{Attempt Resolution in Current Layer}
C -->|No Solution| D[Expand to Neighbor Layer]
D --> E[Restore Possibilities for All Layer Cells]
E --> F[Execute Backtracking Algorithm]
F -->|Failure| D
F -->|Success| G[Conflict Resolved]
subgraph "Layer Processing"
E1[Restore possibilities from outer to inner layers] --> E2[Build optimized neighbor constraints]
E2 --> E3[Compute new possibility sets for each cell]
end
subgraph "Backtracking Solver"
F1[Select possibility for each cell in order] --> F2{Check constraints satisfied?}
F2 -->|Yes| F3[Process next cell]
F2 -->|No| F4[Backtrack to previous cell]
F3 -->|Reach last cell| F5[Valid solution found]
F3 -->|Not last cell| F1
F4 -->|All possibilities tried| F6[No solution in current layer]
F4 -->|Remaining possibilities| F1
end
E -.-> E1
F -.-> F1
It should be noted that this approach offers significant advantages.
First, let’s discuss time complexity. Consider an isolated conflicting cell: in a traditional backtracking approach, we might revert many unnecessary cells. By adopting a layer-by-layer strategy — treating the conflict cell as an uncertainty and iteratively expanding outward — we observe that as we mark cells in outer layers as uncertain, the possibilities for the central conflict cell grow exponentially. Crucially, our layer-wise expansion of the "uncertainty zone" focuses computational effort precisely where it matters most for conflict resolution (though further optimizations remain possible).
Second, I hypothesize that the maximum layer depth (is my fix(wfc:T) parameter) is constrained by the inherent properties of the tile set and grid system. By abstracting my library into three components — tile set definitions, grid system configurations, and the WFC process — I argue that for any well-defined WFC system, this layer depth has an intrinsic upper bound. This property allows us to:
- Precompute bounds for conflict resolution.
- Maintain deterministic validity of inner-layer cells during generation.
You can reach me at:
- Email: [email protected] Thank you for your time and pioneering work!
Your guidance would be immensely valuable for my undergraduate thesis. I sincerely hope to receive your feedback and would be deeply grateful for your insights!
Hi! What do you mean by "layers" exactly?
Have you implemented this algorithm?
Just like this.
I have an implementation using C++, and its class diagram is as follows
Details are as follows:
WFC Algorithm System Implementation
Modular Design & Core Components
The WFC system architecture adopts a modular design, primarily consisting of the following core components:
1. Foundational Definitions (WFCutil.h)
- Defines core concepts:
Cell,GraphEdge, andTile - Provides basic data types:
CellID,TileID,EdgeID, and their collection types - Implements utility functions including 2D vector search operations
// Core types and data structures
using CellID = Cell *;
template <typename EdgeData>
using TileID = Tile<EdgeData> *;
using EdgeID = GraphEdge *;
using Cells = std::vector<CellID>;
2. Grid System (GridSystem.h)
- Abstract representation of various grid types, managing cell connectivity
- Provides interfaces for edge creation and neighbor retrieval
- Defines pure virtual function
buildGridSystem()requiring concrete grid construction in derived classes - Implements grid systems like
Orthogonal2dandOrthogonal3d
class GridSystem {
protected:
CellMap cells_;
CellData edgelist_;
public:
void CreateEdge(CellID cellA, CellID cellB);
int getCellsNum();
Cells getNeighbor(CellID id);
virtual void buildGridSystem() = 0;
};
3. Tile Set (TileSet.h)
- Manages available tiles and their compatibility rules
- Contains pure virtual function
buildTileSet()for specific tile set implementations - Provides virtual function
judgePossibility()for contextual constraint validation
class TileSet {
private:
Tiles tiles_;
public:
virtual void buildTileSet() = 0;
virtual bool judgePossibility(std::vector<Tiles> neighborPossibility,
TileID<EdgeData> possibility) = 0;
};
4. WFC Manager (WFCManager.h)
- Executes core WFC algorithm logic
- Manages cell states, calculates entropy, performs collapse and propagation
- Implements conflict resolution with layer-based recovery mechanisms
class WFCManager {
private:
GridSystem* grid_;
TileSet<EdgeData>* tileSet_;
int completedCellCount;
CellID minEntropyCell;
public:
virtual void initialize() = 0;
bool isComplete();
void run();
// Conflict resolution methods
void resolveConflicts();
bool retrospectiveGetSolution(const Cells& layer, int index);
};
Conflict Resolution Implementation
The system implements layer-based conflict resolution:
// Backtracking function for conflict resolution
bool retrospectiveGetSolution(const Cells& layer, int index) {
if (index >= layer.size()) {
// Validate all cells in the layer
for (CellID cell : layer) {
if (wfcCellData[cell].possibility.empty()) {
return false;
}
}
return true;
}
CellID currentCell = layer[index];
Tiles originalPossibilities = wfcCellData[currentCell].possibility;
for (TileID tile : originalPossibilities) {
// Try different tile selections and propagate constraints
cellData.possibility = { tile };
propagateEffects(currentCell);
if (retrospectiveGetSolution(layer, index + 1)) {
return true; // Solution found
}
// Backtrack: Restore state
cellData.possibility = savedPossibilities;
}
return false;
}
// Layered conflict resolution
void resolveConflictsCell(Cells& currentLayer, Cells& visited, int depth) {
// Attempt resolution in current layer
bool solved = retrospectiveGetSolution(currentLayer, 0);
// Recursive expansion if unresolved
if (!solved) {
Cells nextLayer = collectNextLayer(currentLayer, visited);
if (!nextLayer.empty()) {
resolveConflictsCell(nextLayer, visited, depth + 1);
} else {
throw std::runtime_error("Conflict unresolvable: Maximum backtrack depth reached");
}
}
}
I will organize this code repository after completing my graduation thesis and upload it to GitHub. I am also planning to rewrite it into a Rust version.