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20232026
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5 papers · 1 filter

cs.AI2026

Syntactic Segmentation and Collage Generation for Videogame Levels with Perceptual Distance

Ross Mawhorter, Matthew Guzdial

In procedural videogame level design, many existing techniques combine hand-authored level chunks. Some existing analysis techniques also rely on a higher-level graph structure whi…

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…