109 citations · 192 across the 40 of their papers we have counts for
9 papers · 1 filter
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…
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…
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…
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…
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…
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…