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

109 citations · 173 across the 32 of their papers we have counts for

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18 papers · 1 filter

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.AI20241 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.AI2023

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.AI20239 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.AI20227 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…