activity
20162025
most citedFriend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators

109 citations · 277 across the 50 of their papers we have counts for

collaborators

54 papers

cs.AI2025

A Systematic Approach to Design Real-World Human-in-the-Loop Deep Reinforcement Learning: Salient Features, Challenges and Trade-offs

Jalal Arabneydi, Saiful Islam, Srijita Das +7

With the growing popularity of deep reinforcement learning (DRL), human-in-the-loop (HITL) approach has the potential to revolutionize the way we approach decision-making problems…

cs.LG2025

Personalizing Exposure Therapy via Reinforcement Learning

Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, can lead to improved health outcomes. Typically, this is accomplished by relying on a the…

cs.HC2024

Label-Free Subjective Player Experience Modelling via Let's Play Videos

Dave Goel, Athar Mahmoudi-Nejad, Matthew Guzdial

Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring e…

cs.HC2024

Mechanic Maker: Accessible Game Development Via Symbolic Learning Program Synthesis

Megan Sumner, Vardan Saini, Matthew Guzdial

Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use gam…

cs.HC2024

Evaluating the Effects of AI Directors for Quest Selection

Kristen K. Yu, Matthew Guzdial, Nathan Sturtevant

Modern commercial games are designed for mass appeal, not for individual players, but there is a unique opportunity in video games to better fit the individual through adapting gam…

cs.LG2024

Stress Detection from Photoplethysmography in a Virtual Reality Environment

Athar Mahmoudi-Nejad, Pierre Boulanger, Matthew Guzdial

Personalized virtual reality exposure therapy is a therapeutic practice that can adapt to an individual patient, leading to better health outcomes. Measuring a patient's mental sta…

cs.AI2024★ 1 cited

A Framework for Predicting the Impact of Game Balance Changes through Meta Discovery

Akash Saravanan, Matthew Guzdial

A metagame is a collection of knowledge that goes beyond the rules of a game. In competitive, team-based games like Pokémon or League of Legends, it refers to the set of current do…

cs.LG2024★ 1 cited

Spiders Based on Anxiety: How Reinforcement Learning Can Deliver Desired User Experience in Virtual Reality Personalized Arachnophobia Treatment

Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger

The need to generate a spider to provoke a desired anxiety response arises in the context of personalized virtual reality exposure therapy (VRET), a treatment approach for arachnop…

cs.AI2023★ 1 cited

Human-AI Collaboration in Real-World Complex Environment with Reinforcement Learning

Md Saiful Islam, Srijita Das, Sai Krishna Gottipati +6

Recent advances in reinforcement learning (RL) and Human-in-the-Loop (HitL) learning have made human-AI collaboration easier for humans to team with AI agents. Leveraging human exp…

cs.AI2023

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach

Emily Halina, Matthew Guzdial

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. How…

cs.LG2023

Game Level Blending using a Learned Level Representation

Venkata Sai Revanth Atmakuri, Seth Cooper, Matthew Guzdial

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Le…

cs.CV2023

Joint Level Generation and Translation Using Gameplay Videos

Negar Mirgati, Matthew Guzdial

Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annot…

cs.LG2023

Transfer Learning for Underrepresented Music Generation

Anahita Doosti, Matthew Guzdial

This paper investigates a combinational creativity approach to transfer learning to improve the performance of deep neural network-based models for music generation on out-of-distr…

cs.AI2023★ 9 cited

Procedural Content Generation via Knowledge Transformation (PCG-KT)

Anurag Sarkar, Matthew Guzdial, Sam Snodgrass +3

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which con…

cs.AI2022★ 7 cited

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search

Kynan Sorochan, Matthew Guzdial

Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate inte…

cs.HC2022

Improving Deep Localized Level Analysis: How Game Logs Can Help

Natalie Bombardieri, Matthew Guzdial

Player modelling is the field of study associated with understanding players. One pursuit in this field is affect prediction: the ability to predict how a game will make a player f…

cs.LG2022★ 1 cited

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI

Emily Halina, Matthew Guzdial

In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for…

cs.LG2022★ 1 cited

Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions

Mrunal Jadhav, Matthew Guzdial

There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is…

cs.LG2022★ 2 cited

Responsibility: An Example-based Explainable AI approach via Training Process Inspection

Faraz Khadivpour, Arghasree Banerjee, Matthew Guzdial

Explainable Artificial Intelligence (XAI) methods are intended to help human users better understand the decision making of an AI agent. However, many modern XAI approaches are uni…

cs.GR2022★ 3 cited

SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches

Dagmar Lukka Loftsdóttir, Matthew Guzdial

2D animation is a common factor in game development, used for characters, effects and background art. It involves work that takes both skill and time, but parts of which are repeti…

cs.LG2022★ 2 cited

Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems

Emily Halina, Matthew Guzdial

To best assist human designers with different styles, Machine Learning (ML) systems need to be able to adapt to them. However, there has been relatively little prior work on how an…

cs.CV2022★ 5 cited

Pixel VQ-VAEs for Improved Pixel Art Representation

Akash Saravanan, Matthew Guzdial

Machine learning has had a great deal of success in image processing. However, the focus of this work has largely been on realistic images, ignoring more niche art styles such as p…

cs.HC2021

The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest

Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant

Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, thee purpose of this paper is…

cs.HC2021★ 1 cited

The Impact of Visualizing Design Gradients for Human Designers

Matthew Guzdial, Nathan Sturtevant, Carolyn Yang

Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research rem…