dynamic game environments 1game level representation 1playtrace reconstruction 1procedural content generation 1sokoban 1
From the 1 of 3 linked papers with an AI index.
3 papers
cs.AI2026
Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning
Emily Halina, Matthew Guzdial
The paper proposes a new "cake" representation that captures the dynamic, time‑based nature of video game levels and introduces a Playtrace Reconstructive Partitioning method to ge…
cs.AI2026
An Exploration of Collision-based Enemy Morphology Generation
Johor Jara Gonzalez, Matthew Guzdial
Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there…
cs.AI2026
Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video
Dave Goel, Matthew Guzdial, Anurag Sarkar
World models are defined as a compressed spatial and temporal learned representation of an environment. The learned representation is typically a neural network, making transfer of…