4 papers · 1 filter
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…