A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor. - Emily Halina; Matthew Guzdial (AIIDE, 2021)

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games. - Emily Halina; Matthew Guzdial (FDG, 2021)

Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems. - Emily Halina; Matthew Guzdial (IJCAI, 2022)

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI. - Emily Halina; Matthew Guzdial (CoRR, 2022)

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach. - Emily Halina; Matthew Guzdial (AIIDE, 2023)

Visual Exploration of Tile Datasets. - Seth Cooper; Faisal Abutarab; Emily Halina; Nathan R. Sturtevant (EXAG@AIIDE, 2023)

Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic. - Seth Cooper; Emily Halina; Jichen Zhu; Matthew Guzdial (FDG, 2023)