Matthew Guzdial

dblp:176/5400 · also Matthew James Guzdial · DBLP profile ↗
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35ranked-venue papers
8as first author
24since 2021 · last 2026
0000-0001-8673-9962ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 22 · 4 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 20 · 3 first-author · 14 since 2021Artificial intelligence and machine learning · 10 · 3 first-author · 8 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video
abstract
World models are often neural network-based models that attempt to approximate an entire video game. Existing world models are not practical for game developers due to their large scale, lack of accessibility, their prompt-based interfaces, and their nature as black box models where developers cannot access the code. In this paper, we propose an approach, Finite Automata Extraction (FAE), that learns a neuro-symbolic world model represented as programs in a novel domain-specific language (DSL): Retro Coder. The neuro-symbolic world model structure allows for low data learning, meaning we can learn these models from a single gameplay video. This model’s structure means that developers can directly access code to change the behaviour of the model, and it’s low data cost makes it more accessible. In a comparison to prior neural world model approaches, FAE learns a more precise model of the environment and it learns more general code than prior DSL-based approaches.
Dave Goel, Matthew Guzdial, Anurag Sarkar
FDG2
2026 An Exploration of Collision-based Enemy Morphology Generation
abstract
Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.
Johor Jara Gonzalez, Matthew Guzdial
FDG2
2026 Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning
abstract
Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use representations that abstract away this dynamic nature. In this paper, we introduce a novel, domain-independent “cake” representation for game levels over time which implicitly encodes dynamic information. We present a novel level generation approach Playtrace Reconstructive Partitioning (PRP) specifically developed for this cake representation. We compare against six state-of-the-art PCG approaches in the game domain of Sokoban, and find that our approach can generate valid levels without sacrificing solution diversity. We believe our cake representation more neatly encodes the implicit dynamic nature of games compared to existing representations, which allows for our domain-agnostic level generation algorithm PRP.
Emily Halina, Matthew Guzdial
FDG2
2026 Semi-Supervised Tile Embeddings: A General, Multigame Level Representation
Venkata Sai Revanth Atmakuri, Kian Razavi Satvati, Anurag Sarkar, Matthew Guzdial
IEEE Trans. Games4
2026 Spiders Based on Anxiety: How Reinforcement Learning Can Deliver Desired User Experience in Virtual Reality Personalized Arachnophobia Treatment
abstract
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 arachnophobia. This treatment involves patients observing virtual spiders in order to become desensitized and decrease their phobia, which requires that the spiders elicit specific anxiety responses. However, VRET approaches tend to require therapists to hand-select the appropriate spider for each patient, which is a time-consuming process and takes significant technical knowledge and patient insight. While automated methods exist, they tend to employ rules-based approaches with minimal ability to adapt to specific users. To address these challenges, we present a framework for VRET utilizing procedural content generation (PCG) and reinforcement learning (RL), which automatically adapts a spider to elicit a desired anxiety response. We demonstrate the superior performance of this system compared to a more common rules-based VRET method.
Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger
ACM Trans. Interact. Intell. Syst.2
2025 Human-AI collaboration in real-world complex environment with reinforcement learning
Md. Saiful Islam 0007, Srijita Das 0001, Sai Krishna Gottipati, William Duguay, Clodéric Mars, Jalal Arabneydi, Antoine Fagette, Matthew Guzdial, Matthew E. Taylor
Neural Comput. Appl.8
2024 Human-AI Interaction Generation: A Connective Lens for Generative AI and Procedural Content Generation
Matthew Guzdial
IJCAI1
2024 A Framework for Predicting the Impact of Game Balance Changes Through Meta Discovery
abstract
A metagame is a collection of knowledge that goes beyond the rules of a game. In competitive, team-based games, such asPokémonorLeague of Legends, it refers to the set of current dominant characters and/or strategies within the player base. Developer changes to the balance of the game can have drastic and unforeseen consequences on these sets of meta characters. A framework for predicting the impact of balance changes could aid developers in making more informed balance decisions. In this article, we present such a meta discovery framework, leveraging reinforcement learning for automated testing of balance changes. Our results demonstrate the ability to predict the outcome of balance changes inPokémon Showdown, a collection of competitivePokémontiers, with high accuracy.
Akash Saravanan, Matthew Guzdial
IEEE Trans. Games2
2024 Procedural Content Generation via Knowledge Transformation (PCG-KT)
abstract
In this article, 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 content generation is enabled by the process of knowledge transformation: transforming knowledge derived from one domain in order to apply it in another. Our work is motivated by a substantial number of recent PCG works that focus on generating novel content via repurposing derived knowledge. Such works have involved, for example, performing transfer learning on models trained on one game's content to adapt to another game's content, as well as recombining different generative distributions to blend the content of two or more games. Such approaches arose in part due to limitations in PCG via machine learning, such as producing generative models for games lacking training data and generating content for entirely new games. In this article, we categorize such approaches under this new lens of PCG-KT by offering a definition and framework for describing such methods and surveying existing works using this framework. Finally, we conclude by highlighting open problems and directions for future research in this area.
Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith 0001
IEEE Trans. Games2
2023 Game Level Blending using a Learned Level Representation
abstract
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 Learning (PCGML) techniques, has gained increasing popularity in recent years. However, many existing techniques rely on human-annotated level representations, which limits game level blending to a limited number of annotated games. Even with annotated games, researchers often need to author an additional shared representation to make blending possible. In this paper, we present a novel approach to game level blending that employs Clustering-based Tile Embeddings (CTE), a learned level representation technique that can serve as a level representation for unannotated games and a unified level representation across games without the need for human annotation. CTE represents game level tiles as a continuous vector representation, unifying their visual, contextual, and behavioral information. We apply this approach to two classic Nintendo games, Lode Runner and The Legend of Zelda. We run an evaluation comparing the CTE representation to a common, human-annotated representation in the blending task and find that CTE has comparable or better performance without the need for human annotation.
Venkata Sai Revanth Atmakuri, Seth Cooper, Matthew Guzdial
CoG3
2023 path2level: Constraint-Based Level Generation from Paths
abstract
Player paths are an important consideration when procedurally generating levels. However, player paths are typically incorporated as part of an evaluation process or overlaid on level structure in training data. Here we present a constraint-based level generation approach that takes a path through the level as input and attempts to generate a level containing that path. We describe an interactive level generation tool where the generator creates levels based on paths the user draws. We characterize the types of paths and levels generated by the approach.
Seth Cooper, Matthew Guzdial
CoG2
2023 Joint Level Generation and Translation Using Gameplay Videos
abstract
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 annotated data. Many existing methods for procedural level generation via machine learning require a secondary representation besides level images. However, the current methods for obtaining such representations are laborious and time-consuming, which contributes to this problem. In this work, we aim to address this problem by utilizing gameplay videos of two human-annotated games to develop a novel multi-tail framework that learns to perform simultaneous level translation and generation. The translation tail of our framework can convert gameplay video frames to an equivalent secondary representation, while its generation tail can produce novel level segments. Evaluation results and comparisons between our framework and baselines suggest that combining the level generation and translation tasks can lead to an overall improved performance regarding both tasks. This represents a possible solution to limited annotated level data, and we demonstrate the potential for future versions to generalize to unseen games.
Negar Mirgati, Matthew Guzdial
CoG2
2023 Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic
abstract
We present re-trainable procedural level generation via machine learning (RT-PLGML), a game mechanic of providing in-game training examples for a PLGML system. We discuss opportunities and challenges, along with concept RT-PLGML games.
Seth Cooper, Emily Halina, Jichen Zhu, Matthew Guzdial
FDG4
2023 Transfer learning for Underrepresented Music Generation
Anahita Doosti, Matthew Guzdial
ICCC2
2022 SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches
abstract
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 repetitive and tedious. Automated animation approaches exist, but are designed without animators in mind. The focus is heavily on real-life video, which follows strict laws of how objects move, and does not account for the stylistic movement often present in 2D animation. We propose a problem formulation that more closely adheres to the standard workflow of animation. We also demonstrate a model, SketchBetween, which learns to map between keyframes and sketched in-betweens to rendered sprite animations. We demonstrate that our problem formulation provides the required information for the task and that our model outperforms an existing method. 1
Dagmar Lukka Loftsdóttir, Matthew Guzdial
FDG2
2022 Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems
abstract
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 and when to best adapt an ML system to a co-designer. In this paper we present threshold designer adaptation: a novel method for adapting a creative ML model to an individual designer. We evaluate our approach with a human subject study using a co-creative rhythm game design tool. We find that designers prefer our proposed method and produce higher quality content in comparison to an existing baseline.
Emily Halina, Matthew Guzdial
IJCAI2
2022 Conceptual Game Expansion
abstract
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system to the author. In this article, we instead learn representations of existing games from gameplay video and use these to approximate a search space of novel games. In a human subject study, we demonstrate that these novel games are indistinguishable from human games in terms of challenge and that one of the novel games was equivalent to one of the human games in terms of fun, frustration, and likeability.
Matthew Guzdial, Mark O. Riedl
IEEE Trans. Games1
2021 TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games
abstract
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-like patterning: the placement of game objects in relation to each other to form congruent patterns based on events in the song. Patterning is a key identifier of high quality rhythm game content, seen as a necessary component in human rankings. We establish a new approach for chart generation that produces charts with more congruent, human-like patterning than seen in prior work.
Emily Halina, Matthew Guzdial
FDG2
2021 Ensemble Learning For Mega Man Level Generation
abstract
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 struggle to capture the true variance present in underlying data with a single model. In this paper, we investigated the use of ensembles of Markov chains for procedurally generating Mega Man levels. We conduct an initial investigation of our approach and evaluate it on measures of playability and stylistic similarity in comparison to a non-ensemble, existing Markov chain approach.
Ruohan Chen, Yuqing Xue, Ricky Wang, Matthew Guzdial
FDG6
2021 Adversarial Random Forest Classifier for Automated Game Design
abstract
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, such as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonomous game design research.
Thomas Maurer, Matthew Guzdial
FDG2
2021 Generating Lode Runner Levels by Learning Player Paths with LSTMs
abstract
Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In this paper, we attempt to address these problems by learning to generate human-like paths, and then generating levels based on these paths. We extract player path data from gameplay video, train an LSTM to generate new paths based on this data, and then generate game levels based on this path data. We demonstrate that our approach leads to more coherent levels for the game Lode Runner in comparison to an existing PCGML approach.
Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial
FDG4
2021 Towards Disambiguating Quests as a Technical Term
abstract
Quests are a popular topic of study in many academic fields. However, literature has not settled on the elements in a quest, much less a specific definition or even debate between two or three definitions. The purpose of this paper is to take a preliminary quest definition from our previous work, and revise it to be more broadly applicable. To inform the revision, we analyze quests from a few published games. Then, we propose a few modifications to the definition which allows it to more fully explain some design patterns in games. Finally, we evaluate our definition against other definitions proposed in past research.
Kristen Yu, Nathan R. Sturtevant, Matthew Guzdial
FDG3
2021 Toward Co-creative Dungeon Generation via Transfer Learning
abstract
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 limitations of co-creative PCGML is that it requires co-creative training data for a PCGML agent to learn to interact with humans. However, acquiring this data is a difficult and time-consuming process. In this work, we propose approximating human-AI interaction data and employing transfer learning to adapt learned co-creative knowledge from one game to a different game. We explore this approach for co-creative Zelda dungeon room generation.
Zisen Zhou, Matthew Guzdial
FDG2
2021 Conceptual Expansion Neural Architecture Search (CENAS)
Mohan Singamsetti, Anmol Mahajan, Matthew Guzdial
ICCC3
2020 Tabletop Roleplaying Games as Procedural Content Generators
abstract
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research – including possibility spaces, expressive range analysis, and generative pipelines – to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.
Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook 0001, Mirjam Palosaari Eladhari, Antonios Liapis, Anne Sullivan
FDG1
2019 Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators
abstract
Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support creative expression. To investigate how practicing designers perceive the role of AI in the creative process, we developed a game level design tool for Super Mario Bros.-style games with a built-in AI level designer. In this paper we discuss our design of the Morai Maker intelligent tool through two mixed-methods studies with a total of over one-hundred participants. Our findings are as follows: (1) level designers vary in their desired interactions with, and role of, the AI, (2) the AI prompted the level designers to alter their design practices, and (3) the level designers perceived the AI as having potential value in their design practice, varying based on their desired role for the AI.
Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith 0001, Mark O. Riedl
CHI1
2019 Making CNNs for video parsing accessible: event extraction from DOTA2 gameplay video using transfer, zero-shot, and network pruning
abstract
The ability to extract sequences of game events for high-resolution e-sport games has traditionally required access to the game's engine. This serves as a barrier to groups who don't possess this access. It is possible to apply deep learning to derive these logs from gameplay video, but it requires computational power that serves as an additional barrier. These groups would benefit from access to these logs, such as small e-sport tournament organizers who could better visualize gameplay to inform both audience and commentators. In this paper we present a combined solution to reduce the required computational resources and time to apply a convolutional neural network (CNN) to extract events from e-sport gameplay videos. This solution consists of techniques to train a CNN faster and methods to execute predictions more quickly. This expands the types of machines capable of training and running these models, which in turn extends access to extracting game logs with this approach. We evaluate the approaches in the domain of DOTA2, one of the most popular e-sports. Our results demonstrate our approach outperforms standard backpropagation baselines.
Zijin Luo, Matthew Guzdial, Mark O. Riedl
FDG2
2019 Combinets: Creativity via Recombination of Neural Networks
Matthew Guzdial, Mark O. Riedl
ICCC1
2018 Creative Invention Benchmark
Vishwa Shah, Nicholas Liao, Matthew Guzdial, Mark O. Riedl
ICCC3
2018 Procedural Content Generation via Machine Learning (PCGML)
abstract
This survey explores procedural content generation via machine learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content, such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content, such as sprites and sound effects. In addition to using PCG for autonomous generation, cocreativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the generated content. Multiple PCGML methods are covered, including neural networks: long short-term memory networks, autoencoders, and deep convolutional networks; Markov models: $n$-grams and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in PCGML, including learning from small data sets, lack of training data, multilayered learning, style-transfer, parameter tuning, and PCG as a game mechanic.
Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andrew Nealen, Julian Togelius
IEEE Trans. Games3
2017 Deep convolutional player modeling on log and level data
abstract
We present a novel approach to player modeling based on a convolutional neural net trained on game event logs. We test our approach and a hybrid extension over two distinct games, a clone of Super Mario Bros. and Gwario, a human computation version of Super Mario Bros.: The Lost Levels. We demonstrate high accuracy in predicting a variety of measures of player experience across these two games. Further we present evidence that our technique derives quality design knowledge and demonstrate the ability to build a more general model.
Nicholas Liao, Matthew Guzdial, Mark O. Riedl
FDG2
2017 Evaluating singleplayer and multiplayer in human computation games
abstract
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy HCGs that appeal to players and solve problems effectively is incomplete. We present an investigatory HCG based on Super Mario Bros. We used this game in a human subjects study to investigate how different social conditions---singleplayer and multiplayer---and scoring mechanics---collaborative and competitive---affect players' subjective experiences, accuracy at the task, and the completion rate. In doing so, we demonstrate a novel design approach for HCGs, and discuss the benefits and tradeoffs of these mechanics in HCG design.
Kristin Siu, Matthew Guzdial, Mark O. Riedl
FDG2
2017 Game Engine Learning from Video
abstract
Intelligent agents need to be able to make predictions about their environment. In this work we present a novel approach to learn a forward simulation model via simple search over pixel input. We make use of a video game, Super Mario Bros., as an initial test of our approach as it represents a physics system that is significantly less complex than reality. We demonstrate the significant improvement of our approach in predicting future states compared with a baseline CNN and apply the learned model to train a game playing agent. Thus we evaluate the algorithm in terms of the accuracy and value of its output model.
Matthew Guzdial, Boyang Li 0001, Mark O. Riedl
IJCAI1
2016 Learning to Blend Computer Game Levels
Matthew Guzdial, Mark O. Riedl
ICCC1
2015 Crowdsourcing Open Interactive Narrative
Matthew Guzdial, Brent E. Harrison, Boyang Li 0001, Mark O. Riedl
FDG1