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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

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Showing 2021Show all

11 papers · 1 filter

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…

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…