no code implementations • 23 Dec 2023 • Md Saiful Islam, Srijita Das, Sai Krishna Gottipati, William Duguay, Clodéric Mars, Jalal Arabneydi, Antoine Fagette, Matthew Guzdial, Matthew-E-Taylor
In this work, we show that learning from humans is effective and that human-AI collaboration outperforms human-controlled and fully autonomous AI agents in a complex simulation environment.
1 code implementation • 18 Sep 2023 • Emily Halina, Matthew Guzdial
We consider TRP to be a promising new approach that can afford the introduction of PCGML into the early stages of game development without requiring human expertise or significant training data.
no code implementations • 18 Sep 2023 • Johor Jara Gonzalez, Seth Cooper, Matthew Guzdial
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research.
no code implementations • 18 Sep 2023 • Johor Jara Gonzalez, Matthew Guzdial
Procedural Content Generation (PCG) and Procedural Content Generation via Machine Learning (PCGML) have been used in prior work for generating levels in various games.
no code implementations • 29 Jun 2023 • Negar Mirgati, Matthew Guzdial
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.
no code implementations • 29 Jun 2023 • 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 Learning (PCGML) techniques, has gained increasing popularity in recent years.
no code implementations • 1 Jun 2023 • 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-distribution (OOD) genres.
no code implementations • 1 May 2023 • Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith
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.
1 code implementation • 7 Dec 2022 • Natalie Bombardieri, Matthew Guzdial
Player modelling is the field of study associated with understanding players.
no code implementations • 7 Dec 2022 • 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 interesting and balanced units unanswered.
1 code implementation • 4 Nov 2022 • Emily Halina, Matthew Guzdial
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay.
no code implementations • 23 Oct 2022 • 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.
no code implementations • 7 Sep 2022 • 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.
1 code implementation • 1 Sep 2022 • Dagmar Lukka Loftsdóttir, Matthew Guzdial
We propose a problem formulation that more closely adheres to the standard workflow of animation.
no code implementations • 19 May 2022 • Emily Halina, Matthew Guzdial
To best assist human designers with different styles, Machine Learning (ML) systems need to be able to adapt to them.
1 code implementation • 23 Mar 2022 • Akash Saravanan, Matthew Guzdial
Machine learning has had a great deal of success in image processing.
no code implementations • 7 Oct 2021 • Mrunal Jadhav, Matthew Guzdial
We evaluate this representation on its ability to predict affordances for unseen tiles, and to serve as a PLGML representation for annotated and unannotated games.
no code implementations • 7 Oct 2021 • 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.
no code implementations • 7 Oct 2021 • Mohan Singamsetti, Anmol Mahajan, Matthew Guzdial
Architecture search optimizes the structure of a neural network for some task instead of relying on manual authoring.
no code implementations • 7 Oct 2021 • 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.
no code implementations • 7 Oct 2021 • 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.
no code implementations • 27 Jul 2021 • Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content.
no code implementations • 27 Jul 2021 • 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.
no code implementations • 27 Jul 2021 • Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial
Machine learning has been a popular tool in many different fields, including procedural content generation.
no code implementations • 26 Jul 2021 • Emily Halina, Matthew Guzdial
Generating rhythm game charts from songs via machine learning has been a problem of increasing interest in recent years.
no code implementations • 26 Jul 2021 • Thomas Maurer, Matthew Guzdial
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field.
1 code implementation • 4 Oct 2020 • Adrian Gonzalez, Matthew Guzdial, Felix Ramos
In game development, designing compelling visual assets that convey gameplay-relevant features requires time and experience.
no code implementations • 4 Oct 2020 • Nazanin Yousefzadeh Khameneh, Matthew Guzdial
However, the majority of the work has focused on the production of static game content, including game levels and visual elements.
no code implementations • 4 Oct 2020 • Faraz Khadivpour, Matthew Guzdial
We evaluate this approach by approximating its ability to provide human users with the explanations of AI agent's actions and helping them to more efficiently cooperate with the AI agent.
BIG-bench Machine Learning Explainable artificial intelligence
no code implementations • 12 Jul 2020 • Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content.
no code implementations • 22 Feb 2020 • Matthew Guzdial, Mark Riedl
Automated game design is the problem of automatically producing games through computational processes.
no code implementations • 20 Nov 2019 • Andrew Hoyt, Matthew Guzdial, Yalini Kumar, Gillian Smith, Mark O. Riedl
In level co-creation an AI and human work together to create a video game level.
no code implementations • 5 Sep 2019 • Shukan Shah, Matthew Guzdial, Mark O. Riedl
Let's Plays of video games represent a relatively unexplored area for experimental AI in games.
no code implementations • 10 Jun 2019 • Zijin Luo, Matthew Guzdial, Mark Riedl
This serves as a barrier to groups who don't possess this access.
no code implementations • 22 Mar 2019 • Matthew Guzdial, Mark Riedl
Machine learning has been applied to a number of creative, design-oriented tasks.
no code implementations • 25 Sep 2018 • Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark Riedl
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning.
no code implementations • 25 Sep 2018 • Matthew Guzdial, Nicholas Liao, Mark Riedl
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention.
no code implementations • 25 Sep 2018 • Matthew Guzdial, Shukan Shah, Mark Riedl
We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning.
no code implementations • 6 Sep 2018 • Matthew Guzdial, Mark Riedl
To the best of our knowledge, this represents the first machine learning-based automated game design system.
1 code implementation • 9 May 2018 • Matthew Guzdial, Nicholas Liao, Vishwa Shah, Mark O. Riedl
In this paper we present the Creative Invention Benchmark (CrIB), a 2000-problem benchmark for evaluating a particular facet of computational creativity.
no code implementations • 10 Feb 2018 • 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.
no code implementations • 2 Feb 2017 • Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius
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.
no code implementations • 8 Mar 2016 • Matthew Guzdial, Mark Riedl
We evaluate the extent to which the models represent stylistic level design knowledge and demonstrate the ability of our system to explain levels that were blended by human expert designers.
no code implementations • 23 Feb 2016 • Matthew Guzdial, Mark Riedl
We further demonstrate how the acquired design knowledge can be used to generate sections of game levels.