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ExUtumno
searching PlanetScale…
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5 ms
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by
ExUtumno
4y ago
Author here, I'll try to answer questions/comments in this post!
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ExUtumno
4y ago
Thanks for reposting, I don't mind.
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ExUtumno
4y ago
Thanks! I would have probably never known about Markov algorithms if I were not taught them in 8th grade =)
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ExUtumno
4y ago
Thank you! For MarkovJunior, the recent projects that were impactful the most were Imagegram by Guilherme S. Tows [1] and Daniel Ritchie's dissertation [2] about PPLs for procgen. I took quite a different approach from Ritchie's t
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Show HN: MarkovJunior, PPL based on pattern matching and constraint propagation
(github.com)
36 points
by
ExUtumno
4y ago
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14 comments
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ExUtumno
10y ago
At first I thought that my methods don't offer anything new to text generation besides the Markov chain, but several people already proposed ideas that sound sensible, so let me know if you make anything!
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ExUtumno
10y ago
Most of the examples in the repo have those NxN all one color patches. Or, without (C2) the algorithm would have generated completely empty integrated circuits, or completely grass terrain, which is really boring. You understood right, it&#
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ExUtumno
10y ago
There are special approaches to generating music. The best for ratio of quality/complexity that I know of are Markov constraints https://www.youtube.com/watch?v=buXqNqBFd6E and WaveNet. I don't think WFC offers so
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ExUtumno
10y ago
In overlapping models we store probabilities for NxN blocks of colors/tiles. In non-overlapping models we store probabilities for individual colors/tiles.
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ExUtumno
10y ago
Yes, (C1) is a constraint problem. But we also want to satisfy (C2) as close as possible, otherwise we could have just colored some outputs in a single color.
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ExUtumno
10y ago
A very good question! The opposite of it is also important, can we follow some heuristics while creating tilesets to minimize contradiction rates, but not making tilesets easy? I don't know. If someone knows please tell me.
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ExUtumno
10y ago
We need to interpret those coefficients somehow. Real coefficients can be interpreted as mixing of colors, but for complex ones I don't see a good interpretation.
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ExUtumno
10y ago
I'm not experienced with the license law, but people told me that it's better to have license text in source files themselves, because I have samples in the repo that I have no idea who has rights for. The license is MIT.
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ExUtumno
10y ago
I wonder too =). But it'll run like forever on a high res image. For high res image you want to use something like texture synthesis, see my reply to fitzwatermellow for more.
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ExUtumno
10y ago
If you use overlapping model (there are 2 models in the repo) with 1xN patterns, it would be a the same as (N-1)th order Markov chain.
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ExUtumno
10y ago
What do you mean by "code can be constructed with graphs"?
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ExUtumno
10y ago
So basically make a not-easy tileset with the shapes of Penrose tiles. Yes, this could be interesting.
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ExUtumno
10y ago
Thanks, I'll look into it.
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ExUtumno
10y ago
About harder and easier to satisfy, the question of how the rate at which the algorithm runs into contradictions depends on the input is not easy at all. There is no simple correlations between the contradiction rate and the size of the inp
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ExUtumno
10y ago
Thanks! Yeah, you a right, I'll upload slower gifs. Right now youtube video has the slowest speed, in fact it has segments with no frame-skipping at all: https://youtu.be/DOQTr2Xmlz0
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ExUtumno
10y ago
Well, right now it is not fast at all. :) But I plan to think about the problem of generating pixel shaders form examples in the future.
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ExUtumno
10y ago
Thanks! No, not really. ConvChain though is related to symmetry breaking, the same way as MCMC simulation of the Ising model is https://github.com/mxgmn/ConvChain
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ExUtumno
10y ago
Thanks! I'm not sure, but I think that Penrose tilesets are what I call "easy": you can't run into a situation where you can't place a new tile. It would be great if someone here could confirm or deny this. So if th
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ExUtumno
10y ago
PatchMatch is an algorithm to quickly... match similar patches in an image, it is used in a lot of texture synthesis algos. See my answer to fitzwatermellow for the difference between texture synthesis and WFC. So yes, it's related. Ph
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ExUtumno
10y ago
I doubt it, because music is 1-dimensional and for 1-dimensional arrays WFC is just a Markov chain.
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ExUtumno
10y ago
Source code is a 1-dimensional array. For 1-dimensional arrays WFC is just a Markov chain. 2 and higher dimensional arrays are much more interesting because they have cycles, and there is no canonical way to generalize Markov chains to hi
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ExUtumno
10y ago
Thanks! Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis. WFC and texture synthesis serve similar purposes: they produce images similar to the input
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Show HN: Wave function collapse algorithm
(github.com)
1226 points
by
ExUtumno
10y ago
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122 comments