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