activity
20212026
most citedTaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

8 citations · 11 across the 5 of their papers we have counts for

collaborators

5 papers

cs.AI2026

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

Emily Halina, Matthew Guzdial

Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use represe…

cs.AI2023

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach

Emily Halina, Matthew Guzdial

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. How…

cs.LG2022★ 1 cited

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI

Emily Halina, Matthew Guzdial

In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for…

cs.LG2022★ 2 cited

Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems

Emily Halina, Matthew Guzdial

To best assist human designers with different styles, Machine Learning (ML) systems need to be able to adapt to them. However, there has been relatively little prior work on how an…

cs.LG2021★ 8 cited

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

Emily Halina, Matthew Guzdial

Generating rhythm game charts from songs via machine learning has been a problem of increasing interest in recent years. However, all existing systems struggle to replicate human-l…