{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,26]],"date-time":"2026-03-26T18:23:41Z","timestamp":1774549421465,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":36,"publisher":"ACM","license":[{"start":{"date-parts":[[2021,8,3]],"date-time":"2021-08-03T00:00:00Z","timestamp":1627948800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2021,8,3]]},"DOI":"10.1145\/3472538.3472605","type":"proceedings-article","created":{"date-parts":[[2021,10,21]],"date-time":"2021-10-21T22:48:54Z","timestamp":1634856534000},"page":"1-7","source":"Crossref","is-referenced-by-count":11,"title":["Tessera: A Practical System for Extended WaveFunctionCollapse"],"prefix":"10.1145","author":[{"given":"Adam","family":"Newgas","sequence":"first","affiliation":[{"name":"Unaffiliated, United Kingdom"}]}],"member":"320","published-online":{"date-parts":[[2021,10,21]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation. In 2019 IEEE Conference on Games (CoG). 1\u20138. https:\/\/doi.org\/10","author":"Abuzuraiq M.","year":"2019","unstructured":"A.\u00a0 M. Abuzuraiq , A. Ferguson , and P. Pasquier . 2019 . Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation. In 2019 IEEE Conference on Games (CoG). 1\u20138. https:\/\/doi.org\/10 .1109\/CIG. 2019 .8848065 A.\u00a0M. Abuzuraiq, A. Ferguson, and P. Pasquier. 2019. Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation. In 2019 IEEE Conference on Games (CoG). 1\u20138. https:\/\/doi.org\/10.1109\/CIG.2019.8848065"},{"key":"e_1_3_2_1_2_1","volume-title":"On the Conversion between Non-Binary and Binary Constraint Satisfaction Problems. (09","author":"Bacchus Fahiem","year":"1998","unstructured":"Fahiem Bacchus and Peter van Beek . 1998. On the Conversion between Non-Binary and Binary Constraint Satisfaction Problems. (09 1998 ). Fahiem Bacchus and Peter van Beek. 1998. On the Conversion between Non-Binary and Binary Constraint Satisfaction Problems. (09 1998)."},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.5555\/2832581.2832608"},{"key":"e_1_3_2_1_4_1","unstructured":"Brian Bucklew. 2019. Dungeon Generation via Wave Function Collapse. YouTube. https:\/\/www.youtube.com\/watch?v=fnFj3dOKcIQ  Brian Bucklew. 2019. Dungeon Generation via Wave Function Collapse. YouTube. https:\/\/www.youtube.com\/watch?v=fnFj3dOKcIQ"},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/2538528.2538539"},{"key":"e_1_3_2_1_6_1","unstructured":"Plausible Concept. 2018. Bad North. https:\/\/www.badnorth.com  Plausible Concept. 2018. Bad North. https:\/\/www.badnorth.com"},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-78800-3_24"},{"key":"e_1_3_2_1_8_1","unstructured":"Isaac Dykeman. 2019. Generate Worlds. http:\/\/generateworlds.com  Isaac Dykeman. 2019. Generate Worlds. http:\/\/generateworlds.com"},{"key":"e_1_3_2_1_9_1","unstructured":"Freehold Games. 2017. Caves of Qud. https:\/\/twitter.com\/cavesofqud  Freehold Games. 2017. Caves of Qud. https:\/\/twitter.com\/cavesofqud"},{"key":"e_1_3_2_1_10_1","volume-title":"CAV 2004","author":"Ganzinger Harald","year":"2004","unstructured":"Harald Ganzinger , George Hagen , Robert Nieuwenhuis , Albert Oliveras , Cesare Tinelli , Rajeev Alur , and Doron Peled . 2004 . DPLL(T): Fast Decision Procedures. Computer aided verification : 16th International Conference , CAV 2004 , Springer, 175-188 (2004). https:\/\/doi.org\/10.1007\/978-3-540-27813-9_14 Harald Ganzinger, George Hagen, Robert Nieuwenhuis, Albert Oliveras, Cesare Tinelli, Rajeev Alur, and Doron Peled. 2004. DPLL(T): Fast Decision Procedures. Computer aided verification : 16th International Conference, CAV 2004, Springer, 175-188 (2004). https:\/\/doi.org\/10.1007\/978-3-540-27813-9_14"},{"key":"e_1_3_2_1_11_1","unstructured":"Maxim Gumin. 2016. WaveFunctionCollapse. GitHub repository. https:\/\/github.com\/mxgmn\/WaveFunctionCollapse  Maxim Gumin. 2016. WaveFunctionCollapse. GitHub repository. https:\/\/github.com\/mxgmn\/WaveFunctionCollapse"},{"key":"e_1_3_2_1_12_1","volume-title":"CPAIOR\u201908 Workshop on Open-Source Software for Integer and Contraint Programming (OSSICP\u201908)","author":"Jussien Narendra","year":"2008","unstructured":"Narendra Jussien , Guillaume Rochart , and Xavier Lorca . 2008 . Choco: an Open Source Java Constraint Programming Library . CPAIOR\u201908 Workshop on Open-Source Software for Integer and Contraint Programming (OSSICP\u201908) (01 2008). Narendra Jussien, Guillaume Rochart, and Xavier Lorca. 2008. Choco: an Open Source Java Constraint Programming Library. CPAIOR\u201908 Workshop on Open-Source Software for Integer and Contraint Programming (OSSICP\u201908) (01 2008)."},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/3102071.3110566"},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1145\/3337722.3341845"},{"key":"e_1_3_2_1_15_1","doi-asserted-by":"crossref","unstructured":"Hwanhee Kim Seongtaek Lee Hyundong Lee Teasung Hahn and Shinjin Kang. 2019. Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm. 1\u20134. https:\/\/doi.org\/10.1109\/CIG.2019.8848019  Hwanhee Kim Seongtaek Lee Hyundong Lee Teasung Hahn and Shinjin Kang. 2019. Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm. 1\u20134. https:\/\/doi.org\/10.1109\/CIG.2019.8848019","DOI":"10.1109\/CIG.2019.8848019"},{"key":"e_1_3_2_1_16_1","unstructured":"Thorbj\u00f8rn Lindeijer. 2021. Using Terrains. https:\/\/doc.mapeditor.org\/en\/stable\/manual\/terrain\/  Thorbj\u00f8rn Lindeijer. 2021. Using Terrains. https:\/\/doc.mapeditor.org\/en\/stable\/manual\/terrain\/"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1016\/0004-3702(86)90083-4"},{"key":"e_1_3_2_1_18_1","unstructured":"Adam Newgas. 2018. DeBroglie. https:\/\/github.com\/BorisTheBrave\/DeBroglie  Adam Newgas. 2018. DeBroglie. https:\/\/github.com\/BorisTheBrave\/DeBroglie"},{"key":"e_1_3_2_1_19_1","unstructured":"Adam Newgas. 2019. Tessera Pro. http:\/\/u3d.as\/1Jqi  Adam Newgas. 2019. Tessera Pro. http:\/\/u3d.as\/1Jqi"},{"key":"e_1_3_2_1_20_1","unstructured":"Stuart Russel and Peter Norvig. 2003. Artificial Intelligence : A Modern Approach. 202\u2013233.  Stuart Russel and Peter Norvig. 2003. Artificial Intelligence : A Modern Approach. 202\u2013233."},{"key":"e_1_3_2_1_21_1","volume-title":"ASP with applications to mazes and levels. Procedural Content Generation in Games","author":"Shaker Noor","unstructured":"Noor Shaker , Julian Togelius , and Mark\u00a0 J. Nelson . 2016. ASP with applications to mazes and levels. Procedural Content Generation in Games ( 1 st ed.). Springer Publishing Company, Inc orporated. Noor Shaker, Julian Togelius, and Mark\u00a0J. Nelson. 2016. ASP with applications to mazes and levels. Procedural Content Generation in Games (1st ed.). Springer Publishing Company, Incorporated.","edition":"1"},{"key":"e_1_3_2_1_22_1","volume-title":"Proceedings of the 1996 IEEE\/ACM International Conference on Computer-Aided Design","author":"Jo\u00e3o","unstructured":"Jo\u00e3o P. \u00a0Marques Silva and Karem\u00a0A. Sakallah. 1997. GRASP\u2014a New Search Algorithm for Satisfiability . In Proceedings of the 1996 IEEE\/ACM International Conference on Computer-Aided Design ( San Jose, California, USA) (ICCAD \u201996). IEEE Computer Society, USA, 220\u2013227. Jo\u00e3o P.\u00a0Marques Silva and Karem\u00a0A. Sakallah. 1997. GRASP\u2014a New Search Algorithm for Satisfiability. In Proceedings of the 1996 IEEE\/ACM International Conference on Computer-Aided Design (San Jose, California, USA) (ICCAD \u201996). IEEE Computer Society, USA, 220\u2013227."},{"key":"e_1_3_2_1_23_1","volume-title":"Answer Set Programming for Procedural Content Generation: A Design Space Approach. Computational Intelligence and AI in Games","author":"Smith Adam","year":"2011","unstructured":"Adam Smith and Michael Mateas . 2011. Answer Set Programming for Procedural Content Generation: A Design Space Approach. Computational Intelligence and AI in Games , IEEE Transactions on 3 (10 2011 ), 187 \u2013 200. https:\/\/doi.org\/10.1109\/TCIAIG.2011.2158545 Adam Smith and Michael Mateas. 2011. Answer Set Programming for Procedural Content Generation: A Design Space Approach. Computational Intelligence and AI in Games, IEEE Transactions on 3 (10 2011), 187 \u2013 200. https:\/\/doi.org\/10.1109\/TCIAIG.2011.2158545"},{"key":"e_1_3_2_1_24_1","unstructured":"A.\u00a0J. Smith and J. Bryson. 2014. A Logical Approach to Building Dungeons: Answer Set Programming for Hierarchical Procedural Content Generation in Roguelike Games Legible Machine Learning for Body Language Based Gameplay Emerging Dimension Weights in a Conceptual Spaces Model of Concept Combination From Observer-Relativity to Assig.  A.\u00a0J. Smith and J. Bryson. 2014. A Logical Approach to Building Dungeons: Answer Set Programming for Hierarchical Procedural Content Generation in Roguelike Games Legible Machine Learning for Body Language Based Gameplay Emerging Dimension Weights in a Conceptual Spaces Model of Concept Combination From Observer-Relativity to Assig."},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"crossref","unstructured":"A.\u00a0M. Smith Erik Andersen M. Mateas and Z. Popovic. 2012. A case study of expressively constrainable level design automation tools for a puzzle game. In FDG.  A.\u00a0M. Smith Erik Andersen M. Mateas and Z. Popovic. 2012. A case study of expressively constrainable level design automation tools for a puzzle game. In FDG.","DOI":"10.1145\/2282338.2282370"},{"key":"e_1_3_2_1_26_1","volume-title":"Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. Computational Intelligence and AI in Games","author":"Smith Gillian","year":"2011","unstructured":"Gillian Smith , Jim Whitehead , and Michael Mateas . 2011 . Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. Computational Intelligence and AI in Games , IEEE Transactions on 3 (10 2011), 201 \u2013 215. https:\/\/doi.org\/10.1109\/TCIAIG.2011.2159716 Gillian Smith, Jim Whitehead, and Michael Mateas. 2011. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. Computational Intelligence and AI in Games, IEEE Transactions on 3 (10 2011), 201 \u2013 215. https:\/\/doi.org\/10.1109\/TCIAIG.2011.2159716"},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235817"},{"key":"e_1_3_2_1_28_1","unstructured":"Simon Stix. 2020. Tile Composer. https:\/\/stixgames.com  Simon Stix. 2020. Tile Composer. https:\/\/stixgames.com"},{"key":"e_1_3_2_1_29_1","unstructured":"[\n  29\n  ]  Oskar St\u00e5lberg.2017. https:\/\/twitter.com\/OskSta\/status\/917406082384957440  [29] Oskar St\u00e5lberg.2017. https:\/\/twitter.com\/OskSta\/status\/917406082384957440"},{"key":"e_1_3_2_1_30_1","unstructured":"[\n  30\n  ]  Oskar St\u00e5lberg.2019. https:\/\/twitter.com\/OskSta\/status\/1131228226901172226  [30] Oskar St\u00e5lberg.2019. https:\/\/twitter.com\/OskSta\/status\/1131228226901172226"},{"key":"e_1_3_2_1_31_1","unstructured":"Oskar St\u00e5lberg. 2020. Townscaper. https:\/\/store.steampowered.com\/app\/1291340\/Townscaper\/  Oskar St\u00e5lberg. 2020. Townscaper. https:\/\/store.steampowered.com\/app\/1291340\/Townscaper\/"},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1137\/0201010"},{"key":"e_1_3_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2011.2148116"},{"key":"e_1_3_2_1_34_1","volume-title":"Wang Tiles: Blob Tileset","author":"Walker Guy","year":"2014","unstructured":"Guy Walker . 2014 . Wang Tiles: Blob Tileset . http:\/\/www.cr31.co.uk\/stagecast\/wang\/blob.html Guy Walker. 2014. Wang Tiles: Blob Tileset. http:\/\/www.cr31.co.uk\/stagecast\/wang\/blob.html"},{"key":"e_1_3_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1002\/j.1538-7305.1961.tb03975.x"},{"key":"e_1_3_2_1_36_1","volume-title":"Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers. In International Conference on the Foundations of Digital Games (Bugibba, Malta) (FDG \u201920)","author":"Whitehead Jim","year":"2020","unstructured":"Jim Whitehead . 2020 . Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers. In International Conference on the Foundations of Digital Games (Bugibba, Malta) (FDG \u201920) . Association for Computing Machinery, New York, NY, USA, Article 101, 9\u00a0pages. https:\/\/doi.org\/10.1145\/3402942.3409603 Jim Whitehead. 2020. Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers. In International Conference on the Foundations of Digital Games (Bugibba, Malta) (FDG \u201920). Association for Computing Machinery, New York, NY, USA, Article 101, 9\u00a0pages. https:\/\/doi.org\/10.1145\/3402942.3409603"}],"event":{"name":"FDG'21: The 16th International Conference on the Foundations of Digital Games 2021","location":"Montreal QC Canada","acronym":"FDG'21"},"container-title":["The 16th International Conference on the Foundations of Digital Games (FDG) 2021"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3472538.3472605","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3472538.3472605","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T20:17:24Z","timestamp":1750191444000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3472538.3472605"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,8,3]]},"references-count":36,"alternative-id":["10.1145\/3472538.3472605","10.1145\/3472538"],"URL":"https:\/\/doi.org\/10.1145\/3472538.3472605","relation":{},"subject":[],"published":{"date-parts":[[2021,8,3]]}}}