3 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.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.AI2025
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…