activity
20232026
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.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…

cs.AI2023

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…

cs.CV2023

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…