Search Results for author: Matthew Guzdial

Found 44 papers, 7 papers with code

Human-AI Collaboration in Real-World Complex Environment with Reinforcement Learning

no code implementations23 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.

reinforcement-learning Reinforcement Learning (RL)

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach

1 code implementation18 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.

Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules

no code implementations18 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.

reinforcement-learning Reinforcement Learning (RL) +1

Reconstructing Existing Levels through Level Inpainting

no code implementations18 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.

Image Inpainting

Joint Level Generation and Translation Using Gameplay Videos

no code implementations29 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.

Text Generation Translation

Game Level Blending using a Learned Level Representation

no code implementations29 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.

Transfer Learning for Underrepresented Music Generation

no code implementations1 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.

Music Generation Transfer Learning

Procedural Content Generation via Knowledge Transformation (PCG-KT)

no code implementations1 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.

Transfer Learning

Improving Deep Localized Level Analysis: How Game Logs Can Help

1 code implementation7 Dec 2022 Natalie Bombardieri, Matthew Guzdial

Player modelling is the field of study associated with understanding players.

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search

no code implementations7 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.

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI

1 code implementation4 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.

reinforcement-learning Reinforcement Learning (RL)

Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions

no code implementations23 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.

Clustering

Responsibility: An Example-based Explainable AI approach via Training Process Inspection

no code implementations7 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.

Decision Making Explainable artificial intelligence +2

SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches

1 code implementation1 Sep 2022 Dagmar Lukka Loftsdóttir, Matthew Guzdial

We propose a problem formulation that more closely adheres to the standard workflow of animation.

Video-to-Video Synthesis

Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems

no code implementations19 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.

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

no code implementations7 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.

BIG-bench Machine Learning

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

no code implementations7 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.

Atari Games Decision Making +2

Conceptual Expansion Neural Architecture Search (CENAS)

no code implementations7 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.

Neural Architecture Search Transfer Learning

The Impact of Visualizing Design Gradients for Human Designers

no code implementations7 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.

Ensemble Learning For Mega Man Level Generation

no code implementations27 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.

Ensemble Learning

Toward Co-creative Dungeon Generation via Transfer Learning

no code implementations27 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.

Transfer Learning

Generating Lode Runner Levels by Learning Player Paths with LSTMs

no code implementations27 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.

BIG-bench Machine Learning

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

no code implementations26 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.

Adversarial Random Forest Classifier for Automated Game Design

no code implementations26 Jul 2021 Thomas Maurer, Matthew Guzdial

Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field.

Generating Gameplay-Relevant Art Assets with Transfer Learning

1 code implementation4 Oct 2020 Adrian Gonzalez, Matthew Guzdial, Felix Ramos

In game development, designing compelling visual assets that convey gameplay-relevant features requires time and experience.

Image Generation Transfer Learning

Entity Embedding as Game Representation

no code implementations4 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.

BIG-bench Machine Learning Entity Embeddings

Explainability via Responsibility

no code implementations4 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

Tabletop Roleplaying Games as Procedural Content Generators

no code implementations12 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.

Conceptual Game Expansion

no code implementations22 Feb 2020 Matthew Guzdial, Mark Riedl

Automated game design is the problem of automatically producing games through computational processes.

Integrating Automated Play in Level Co-Creation

no code implementations20 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.

Automated Let's Play Commentary

no code implementations5 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.

Making CNNs for Video Parsing Accessible

no code implementations10 Jun 2019 Zijin Luo, Matthew Guzdial, Mark Riedl

This serves as a barrier to groups who don't possess this access.

An Interaction Framework for Studying Co-Creative AI

no code implementations22 Mar 2019 Matthew Guzdial, Mark Riedl

Machine learning has been applied to a number of creative, design-oriented tasks.

BIG-bench Machine Learning

Explainable PCGML via Game Design Patterns

no code implementations25 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.

BIG-bench Machine Learning

Co-Creative Level Design via Machine Learning

no code implementations25 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.

BIG-bench Machine Learning

Towards Automated Let's Play Commentary

no code implementations25 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.

BIG-bench Machine Learning

Automated Game Design via Conceptual Expansion

no code implementations6 Sep 2018 Matthew Guzdial, Mark Riedl

To the best of our knowledge, this represents the first machine learning-based automated game design system.

BIG-bench Machine Learning

Creative Invention Benchmark

1 code implementation9 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.

Combinets: Creativity via Recombination of Neural Networks

no code implementations10 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.

General Classification Image Classification +2

Procedural Content Generation via Machine Learning (PCGML)

no code implementations2 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.

BIG-bench Machine Learning Card Games +2

Learning to Blend Computer Game Levels

no code implementations8 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.

Toward Game Level Generation from Gameplay Videos

no code implementations23 Feb 2016 Matthew Guzdial, Mark Riedl

We further demonstrate how the acquired design knowledge can be used to generate sections of game levels.

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