5 papers
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…
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…
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…
Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules
Johor Jara Gonzalez, Seth Cooper, Matthew Guzdial
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research. AGD approaches generally rely on approximations of hu…
Reconstructing Existing Levels through Level Inpainting
Johor Jara Gonzalez, Matthew Guzdial
Procedural Content Generation (PCG) and Procedural Content Generation via Machine Learning (PCGML) have been used in prior work for generating levels in various games. This paper i…