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MGAIA-Minecraft

wakatime

This project was realized for the first assignment of the course Modern Game AI Algorithms at Leiden University on procedural content generation in Minecraft.

This project uses the wave function collapse algorithm to generate randomized realistic buildings in Minecraft.

GIF of a large building generation process

Full Videos: generate building in flat world, generate building in real world

Close up of some building structures Large city of buildings Medium-sized building in real world

Getting Started

Installation

The project uses Python Poetry (version 1.3.2) to manage dependencies. However, installing the dependencies from pyproject.toml manually using pip should also work. Additionally, using Forge the GDMC HTTP interface mod (v1.0.0) needs to be installed in Minecraft (1.19.2).

Running

The whole end to end script e2e_brickhouse.py contains building placement, building generation and interior decoration. Below are short descriptions on how to use the most important scripts that e2e_brickhouse.py is composed of.

End 2 End (start here)

See e2e_brickhouse.py

  1. Set the build area in Minecraft using /setbuildarea ~ ~ ~ ~99 ~ ~99 (or similar)
  2. Run e2e_brickhouse.py
  3. Wait for the process to finish which may take a few minutes

Building Placement

See buildregion_finder.py

  1. Set the build area in Minecraft using /setbuildarea ~ ~ ~ ~99 ~ ~99 (or similar)
  2. Run buildregion_finder.py
  3. The selected buildregion will be marked with white and red wool blocks.

Structure Scanning and Building

  1. Set the build area in Minecraft using /setbuildarea ~1 ~ ~ ~11 ~6 ~10 (or similar)
  2. Update the name for the structure in structure_scanner.py
  3. Run structure_scanner.py

The structures are saved in ./structures. There are some premade ones in this repository.

You can now replicate a single structure using structure_builder.py or go to the next steps.

Showcase generation

Building structure showcase The structure_showcase.py builds a showcase of all available building structures. This is very useful to define the rules in the rule set because you get a visual representation of the structure's rotations. Before running, you should verify that the build location in the script is okay for you.

Building Generation

The main building generation happens in brickhouse.py. You can also run this file directly to generate a building (a brickhouse in this case).

  1. Update the coordinates where to place the house in brickhouse.py
  2. Update the maximum size of the house including air padding in brickhouse.py
    • random_building(size=(7,2,7)) for a house of 5x2x5 structure building blocks because of
      "structure" air padding around it
  3. Optionally, specify some fixed structures in reinit() that guide the algorithm
    • For example wfc.collapse_cell_to_state([8,0,8], StructureRotation(brickhouse_courtyard, 0)) will ensure that a courtyard is placed at position (8,0,8) with rotation 0
    • The algorithm will use this information and build a house around it
    • This is very useful as the algorithm tends to not use certain cool structures ☹️
  4. Run brickhouse.py. This might take a while. You can see the progress in the terminal.

You can also try to generate on a larger area like ``WaveFunctionCollapse((17,2,17), ...)` which will likely generate multiple unconnected houses (which still follows the rules!). Way larger areas unfortunately don't work because of recursion depth limitations.