# WaveFunctionCollapse is Constraint Solving in the Wild

*Source* · `src-karth-2017-wfc-constraint-solving` · status: **n/a**

| field | value |
|---|---|
| kind | Peer-reviewed paper |
| authors | Isaac Karth, Adam M. Smith |
| venue | Foundations of Digital Games (FDG 2017) |
| date | 2017-08 |
| url | https://adamsmith.as/papers/wfc_is_constraint_solving_in_the_wild.pdf |
| accessed | 2026-10-24 |

## Notes

Public release 2016-09-30; WFC as MRV-ordered search with arc-consistency propagation and global restarts; Caves of Qud and Proc Skater 2016 as early users; global constraints caused many conflicts that backtracking resolved.

## Backlinks (computed)

**cited by:** [Wave Function Collapse and constraint-based tile generation](../technique/wave-function-collapse.md)

## Citation

Isaac Karth, Adam M. Smith (2017-08). *WaveFunctionCollapse is Constraint Solving in the Wild*. Foundations of Digital Games (FDG 2017) https://adamsmith.as/papers/wfc_is_constraint_solving_in_the_wild.pdf

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Provenance: created in run `2026-10-24-techniques-rl-design`.
