Procedural Generation of Game Maps as a Constraint Satisfaction Problem: An Euler-based Conditional Flow Matching Approach

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Procedural Generation of Game Maps as a Constraint Satisfaction Problem: An Euler-based Conditional Flow Matching Approach

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dc.contributor Universidade Federal de Santa Catarina. pt_BR
dc.contributor.advisor Santos, Elder Rizzon
dc.contributor.author Slongo, Luiz Gabriel
dc.date.accessioned 2026-07-20T08:08:18Z
dc.date.available 2026-07-20T08:08:18Z
dc.date.issued 7-07-26
dc.identifier.uri https://repositorio.ufsc.br/handle/123456789/274489
dc.description TCC (graduação) - Universidade Federal de Santa Catarina, Centro Tecnológico, Ciências da Computação. pt_BR
dc.description.abstract This work investigates the application of Euler-based Conditional Flow Matching (CFM) to the procedural generation of tile-based 2D game maps, framed as a Constraint Satisfaction Problem (CSP) in which generated maps must satisfy implicit local and global structural rules learned from a training corpus. A generative pipeline is implemented from first principles in C# with TorchSharp: a two-level U-Net parameterizes a time-dependent vector field trained via the Conditional Flow Matching objective, and inference proceeds through an Euler ordinary differential equation solver at fifty function evaluations per sample. The Video Game Level Corpus Super Mario Bros distribution provides fifteen levels across three biomes (Overworld, Underground, Treetop) as the training set. Development proceeded across four iterations, each targeting the dominant failure mode observed in the previous iteration's output as measured by a six-category failure-mode analyzer. Iteration 1 established the baseline pipeline; Iteration 2 explored class-balanced loss variants and biome conditioning; Iteration 3 tested capacity-and-duration scaling and produced a negative result identifying a fundamental quality ceiling of the CFM plus argmax decoding formulation; Iteration 4 introduced a deterministic post-generation repair pipeline of eleven rule-based primitives. Across thirty generated chunks, the hybrid pipeline reduced three hundred and nine unintended structural violations to zero, with sixty-five intentional Treetop ground gaps preserved as a biome feature. pt_BR
dc.format.extent 89 f. pt_BR
dc.language.iso eng pt_BR
dc.publisher Florianópolis, SC. pt_BR
dc.rights Open Access.
dc.subject Geração Procedural de Conteúdo; Conditional Flow Matching; Problema de Satisfação de Restrições; Sistemas Híbridos Neuro-Simbólicos; Super Mario Bros. pt_BR
dc.subject Procedural Content Generation; Conditional Flow Matching; Constraint Satisfaction Problem; Hybrid Neural-Symbolic Systems; Super Mario Bros pt_BR
dc.title Procedural Generation of Game Maps as a Constraint Satisfaction Problem: An Euler-based Conditional Flow Matching Approach pt_BR
dc.title.alternative GERAÇÃO PROCEDURAL DE MAPAS DE JOGOS COMO UM PROBLEMA DE SATISFAÇÃO DE RESTRIÇÕES: UMA ABORDAGEM DE CONDITIONAL FLOW MATCHING BASEADA EM EULER pt_BR
dc.type TCCgrad pt_BR


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