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Quantum-Inspired Procedural Level Generator - UnityKing

Unity License C#

Groundbreaking Innovation: Quantum-Inspired Wave Function Collapse

FIRST-OF-ITS-KIND: This project pioneers QI-WFC (Quantum-Inspired Wave Function Collapse) - the procedural generation algorithm that successfully integrates quantum computing principles into game development.

Quantum Computing Features Implemented:

  • Quantum Superposition - Cells exist in multiple states simultaneously with amplitude and phase
  • Interference Patterns - Neighboring cells create constructive/destructive quantum interference affecting generation
  • Quantum Tunneling - Occasional constraint violations enable truly emergent level designs
  • Decoherence Effects - Realistic quantum measurement simulation during constraint propagation
  • Phase-Based Visualization - Real-time quantum state visualization with color-coded phases

Why This Matters:

Traditional WFC algorithms are deterministic and can get stuck in local minima. QI-WFC breaks these limitations by introducing quantum uncertainty, creating more diverse, surprising, and aesthetically pleasing levels that traditional algorithms cannot achieve.


Core Capabilities

Quantum-Enhanced GenerationInfinite World SystemDeterministic SeedingAdaptive DifficultyModular ArchitectureUnity Editor IntegrationReal-time DebuggingPattern Learning

🛠️ Installation & Setup

Prerequisites

  • Unity 2021.3+ with Universal Render Pipeline (URP)
  • Basic understanding of Unity scripting

Quick Setup

  1. Clone or Download

    git clone https://github.com/Unity-King-Technologies/Procedural-Level-Generator-Unityking.git
    cd Procedural-Level-Generator-Unityking
  2. Open in Unity

    • Launch Unity Hub
    • Open the project folder
    • Let Unity import all assets
  3. Create Your First Room Module

    • Right-click in Project window → Create → WFC → Room Module
    • Assign a prefab to the room
    • Configure sockets (N/E/S/W connections)
    • Set difficulty range and tags
  4. Set Up Generation Scene

    • Create new scene or use existing
    • Add empty GameObject → WFCGenerator component
    • Create RoomBank ScriptableObject and assign it
    • Add your room modules to the bank
  5. Generate Your First Level

    • Press Play in Unity
    • Watch the quantum-inspired generation in action!

Basic Configuration

// Attach to your WFCGenerator GameObject
public class LevelGenerator : MonoBehaviour
{
    async void Start()
    {
        WFCGenerator generator = GetComponent<WFCGenerator>();

        // Configure quantum settings
        generator.quantumCoherence = 0.8f;      // How stable superposition states are
        generator.tunnelingProbability = 0.05f; // Chance of constraint violations

        // Basic generation settings
        generator.gridSize = new Vector3Int(20, 1, 20);
        generator.seed = "my_custom_seed";

        // Generate level
        bool success = await generator.GenerateLevel();
        Debug.Log($"Generation {(success ? "succeeded" : "failed")}");
    }
}

Usage Examples

Advanced Quantum Configuration

public class AdvancedGenerator : MonoBehaviour
{
    [Header("Quantum Settings")]
    [Range(0f, 1f)] public float coherence = 0.8f;
    [Range(0f, 1f)] public float tunneling = 0.05f;

    async void GenerateQuantumLevel()
    {
        WFCGenerator generator = GetComponent<WFCGenerator>();

        // Quantum-inspired settings for maximum diversity
        generator.quantumCoherence = coherence;      // 0.9 = High coherence, stable patterns
        generator.tunnelingProbability = tunneling;  // 0.1 = More emergent behavior

        // Large scale generation
        generator.gridSize = new Vector3Int(50, 1, 50);
        generator.seed = "quantum_labyrinth";

        bool success = await generator.GenerateLevel();

        if (success)
        {
            Debug.Log("Quantum level generated successfully!");
            // Access generated rooms
            var rooms = generator.GetInstantiatedRooms();
        }
    }
}

Runtime Regeneration

public class DynamicLevelManager : MonoBehaviour
{
    private WFCGenerator generator;

    void Start()
    {
        generator = GetComponent<WFCGenerator>();
    }

    // Regenerate level with new seed
    public async void RegenerateLevel(string newSeed)
    {
        generator.seed = newSeed;
        await generator.RegenerateLevel();
    }

    // Adjust quantum parameters at runtime
    public void SetQuantumDiversity(float coherence, float tunneling)
    {
        generator.quantumCoherence = coherence;
        generator.tunnelingProbability = tunneling;
    }
}

Documentation

Detailed Use Cases & Applications

Roguelike & Dungeon Crawlers

Generate infinitely varied dungeon layouts with quantum uncertainty ensuring no two playthroughs are identical:

// Configure for roguelike gameplay
generator.gridSize = new Vector3Int(15, 1, 15);
generator.quantumCoherence = 0.7f;        // Allow some variation
generator.tunnelingProbability = 0.08f;   // Enable emergent layouts

Open World Exploration

Create vast, seamless worlds with biomes and special locations:

// Use InfiniteGenerator for open world
var infiniteGen = gameObject.AddComponent<InfiniteGenerator>();
infiniteGen.enableBiomes = true;
infiniteGen.enableSpecialEvents = true;

Puzzle Level Generation

Generate diverse puzzle configurations with guaranteed solvability:

// Conservative quantum settings for puzzle games
generator.quantumCoherence = 0.9f;        // High stability
generator.tunnelingProbability = 0.02f;   // Minimal randomness

Competitive Multiplayer

Deterministic generation with quantum seeds for fair competitive play:

// Tournament-grade generation
string tournamentSeed = seedManager.GenerateDeterministicSeed(level, playerId);
generator.seed = tournamentSeed;
generator.quantumCoherence = 1.0f; // Fully deterministic

Artistic Installations

Real-time quantum visualization for interactive art experiences:

// Enable full visualization suite
generator.showDebugVisualization = true;
VisualizationTools.CreatePerformanceMonitor(transform);
VisualizationTools.VisualizeQuantumInterference(grid, transform);

Game Jam Prototyping

Rapid level generation with quantum-enhanced creativity:

// Quick prototyping setup
generator.gridSize = new Vector3Int(10, 1, 10);
generator.useRandomSeed = true;
generator.quantumCoherence = 0.5f; // Balanced creativity

Getting Started Guide

Step 1: Project Setup

  1. Import the Package

    # Clone the repository
    git clone https://github.com/HTANV/Procedural-Level-Generator-Unityking.git
    
    # Open in Unity 2021.3+
    # The project is ready to use!
  2. Verify Installation

    • Check that all scripts are in their correct folders
    • Ensure Unity can compile without errors
    • Run the included test scene

Step 2: Create Your First Room

  1. Create Room Prefab

    • Design your room in Unity scene
    • Add colliders, lighting, and interactive elements
    • Save as prefab in Assets/Prefabs/Rooms/Basic/
  2. Create Room Module

    Project Window → Right Click → Create → WFC → Room Module
    
    • Assign your prefab
    • Configure socket connections
    • Set difficulty and tags

Step 3: Set Up Generation

  1. Create Room Bank

    Project Window → Right Click → Create → WFC → Room Bank
    
    • Add your room modules to the bank
    • Configure category weights
  2. Set Up Scene

    • Add empty GameObject to scene
    • Attach WFCGenerator component
    • Assign your RoomBank
    • Configure generation parameters

Step 4: Generate & Iterate

  1. First Generation

    // Press Play in Unity
    // Watch quantum generation happen in real-time!
  2. Debug & Optimize

    Tools → WFC → WFC Debugger (open the debugging window)
    
    • Monitor entropy in real-time
    • Visualize quantum interference patterns
    • Export debug data for analysis

Advanced Examples

Custom Level Themes

public class ThemedGenerator : MonoBehaviour
{
    public enum LevelTheme { Forest, Desert, Ice, Fire }

    public async Task GenerateThemedLevel(LevelTheme theme)
    {
        var generator = GetComponent<WFCGenerator>();

        // Theme-specific quantum configurations
        switch (theme)
        {
            case LevelTheme.Forest:
                generator.quantumCoherence = 0.6f;    // Organic variation
                generator.seed = "forest_realm";
                break;
            case LevelTheme.Desert:
                generator.quantumCoherence = 0.8f;    // Structured patterns
                generator.seed = "desert_wastes";
                break;
            case LevelTheme.Ice:
                generator.quantumCoherence = 0.9f;    // Crystalline regularity
                generator.seed = "ice_palace";
                break;
            case LevelTheme.Fire:
                generator.quantumCoherence = 0.4f;    // Chaotic energy
                generator.seed = "fire_temple";
                break;
        }

        await generator.GenerateLevel();
    }
}

Performance-Optimized Generation

public class OptimizedGenerator : MonoBehaviour
{
    [Header("Performance Settings")]
    public bool useMultithreading = true;
    public int targetFPS = 60;

    async void Start()
    {
        var generator = GetComponent<WFCGenerator>();

        // Performance-optimized settings
        generator.gridSize = new Vector3Int(25, 1, 25);  // Reasonable size
        AsyncProcessor.SetMaxConcurrentTasks(2);         // Limit CPU usage

        // Generate with performance monitoring
        var stopwatch = System.Diagnostics.Stopwatch.StartNew();
        bool success = await generator.GenerateLevel();
        stopwatch.Stop();

        Debug.Log($"Generation took: {stopwatch.ElapsedMilliseconds}ms");
        Debug.Log($"Maintained FPS: {targetFPS - (1f/Time.deltaTime - targetFPS)}");
    }
}

Machine Learning Integration

public class LearningGenerator : MonoBehaviour
{
    public async Task GenerateLearnedLevel()
    {
        var generator = GetComponent<WFCGenerator>();

        // Use PatternBaker to learn from examples
        // This creates more intelligent generation based on successful levels

        // Load learned patterns
        var bakedPatterns = Resources.Load<BakedPatternData>("BakedPatterns");

        // Configure for learned generation
        generator.quantumCoherence = 0.85f;   // Slightly more predictable
        generator.seed = "learned_generation";

        await generator.GenerateLevel();
    }
}

Quantum Parameter Tuning Guide

Understanding the Parameters

Parameter Range Description
quantumCoherence 0.0 - 1.0 How long superposition states persist. Higher = more stable, predictable patterns
tunnelingProbability 0.0 - 0.2 Chance of breaking constraints for emergent behavior. Higher = more surprising results

Recommended Settings by Genre

Strategy Games (Predictable, tactical)

generator.quantumCoherence = 0.95f;      // Very stable
generator.tunnelingProbability = 0.01f;  // Minimal surprises

Action Games (Dynamic, varied)

generator.quantumCoherence = 0.7f;       // Balanced
generator.tunnelingProbability = 0.08f;  // Moderate emergence

Exploration Games (Emergent, surprising)

generator.quantumCoherence = 0.5f;       // Creative
generator.tunnelingProbability = 0.12f;  // High emergence

Puzzle Games (Solvable, varied)

generator.quantumCoherence = 0.85f;      // Mostly predictable
generator.tunnelingProbability = 0.03f;  // Slight variation

Performance Characteristics

  • Generation Time: O(n² × q) where q is quantum overhead (~2-3x traditional WFC)
  • Memory Usage: ~8 bytes per cell for quantum states
  • Threading: Fully async generation with Unity's job system

🤝 Contributing

This project represents a novel approach to procedural generation. Contributions that extend quantum-inspired algorithms or optimize performance are especially welcome!

License

MIT License - See LICENSE file for details.


Pioneering Quantum-Inspired Procedural Generation 🏆

Bridging quantum computing with game development for unprecedented level design possibilities

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