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
Showing cs.LGShow all

19 papers · 1 filter

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.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.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.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.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.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.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.LG2021

Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)

Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapis…

cs.LG2021

Explaining Deep Reinforcement Learning Agents In The Atari Domain through a Surrogate Model

Alexander Sieusahai, Matthew Guzdial

One major barrier to applications of deep Reinforcement Learning (RL) both inside and outside of games is the lack of explainability. In this paper, we describe a lightweight and e…

cs.LG2021

Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning

Mrunal Jadhav, Matthew Guzdial

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human…

cs.LG2021★ 1 cited

Conceptual Expansion Neural Architecture Search (CENAS)

Mohan Singamsetti, Anmol Mahajan, Matthew Guzdial

Architecture search optimizes the structure of a neural network for some task instead of relying on manual authoring. However, it is slow, as each potential architecture is typical…

cs.LG2021★ 3 cited

Toward Co-creative Dungeon Generation via Transfer Learning

Zisen Zhou, Matthew Guzdial

Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitat…

cs.LG2021★ 9 cited

Generating Lode Runner Levels by Learning Player Paths with LSTMs

Kynan Sorochan, Jerry Chen, Yakun Yu +1

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) appr…

cs.LG2021

Ensemble Learning For Mega Man Level Generation

Bowei Li, Ruohan Chen, Yuqing Xue +3

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can s…

cs.LG2021★ 8 cited

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

Emily Halina, Matthew Guzdial

Generating rhythm game charts from songs via machine learning has been a problem of increasing interest in recent years. However, all existing systems struggle to replicate human-l…

cs.LG2021★ 3 cited

Adversarial Random Forest Classifier for Automated Game Design

Thomas Maurer, Matthew Guzdial

Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have…

cs.LG2018★ 12 cited

Combinets: Creativity via Recombination of Neural Networks

Matthew Guzdial, Mark O. Riedl

One of the defining characteristics of human creativity is the ability to make conceptual leaps, creating something surprising from typical knowledge. In comparison, deep neural ne…