Matthew Guzdial

Orcid: 0000-0001-8673-9962

Affiliations:
  • University of Alberta, Edmonton, AB, Canada
  • Georgia Institute of Technology, Atlanta, GA, USA (PhD 2019)


According to our database1, Matthew Guzdial authored at least 73 papers between 2015 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
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Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Procedural Content Generation via Knowledge Transformation (PCG-KT).
IEEE Trans. Games, March, 2024

2023
Human-AI Collaboration in Real-World Complex Environment with Reinforcement Learning.
CoRR, 2023

Transfer Learning for Underrepresented Music Generation.
CoRR, 2023

Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Joint Level Generation and Translation Using Gameplay Videos.
Proceedings of the IEEE Conference on Games, 2023

path2level: Constraint-Based Level Generation from Paths.
Proceedings of the IEEE Conference on Games, 2023

Game Level Blending using a Learned Level Representation.
Proceedings of the IEEE Conference on Games, 2023

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Reconstructing Existing Levels through Level Inpainting.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Conceptual Game Expansion.
IEEE Trans. Games, 2022

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search.
CoRR, 2022

Improving Deep Localized Level Analysis: How Game Logs Can Help.
CoRR, 2022

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI.
CoRR, 2022

Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions.
CoRR, 2022

Responsibility: An Example-based Explainable AI approach via Training Process Inspection.
CoRR, 2022

Pixel VQ-VAEs for Improved Pixel Art Representation.
CoRR, 2022

Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems.
Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence, 2022

SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Creativity Evaluation Method for Procedural Content Generated Game Items via Machine Learning.
Proceedings of the 9th International Conference on Dependable Systems and Their Applications, 2022

Adventures of AI Directors Early in the Development of Nightingale.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

FarmQuest: A Demonstration of an AI Director Video Game Test Bed.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

World Models with an Entity-Based Representation.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning.
CoRR, 2021

Conceptual Expansion Neural Architecture Search (CENAS).
Proceedings of the Twelfth International Conference on Computational Creativity, 2021

Toward Co-creative Dungeon Generation via Transfer Learning.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Towards Disambiguating Quests as a Technical Term.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Generating Lode Runner Levels by Learning Player Paths with LSTMs.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Adversarial Random Forest Classifier for Automated Game Design.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Ensemble Learning For Mega Man Level Generation.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL).
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Tile Embedding: A General Representation for Level Generation.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

The Impact of Visualizing Design Gradients for Human Designers.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

2020
Tabletop Roleplaying Games as Procedural Content Generators.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

What is a Quest?
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

The Unexpected Consequence of Incremental Design Changes.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Entity Embedding as Game Representation.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Explainability via Responsibility.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Generating Gameplay-Relevant Art Assets with Transfer Learning.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Image-to-Level: Generation and Repair.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
Combinational Machine Learning Creativity.
PhD thesis, 2019

Integrating Automated Play in Level Co-Creation.
CoRR, 2019

Automated Let's Play Commentary.
CoRR, 2019

Making CNNs for Video Parsing Accessible.
CoRR, 2019

An Interaction Framework for Studying Co-Creative AI.
CoRR, 2019

Combinets: Creativity via Recombination of Neural Networks.
Proceedings of the Tenth International Conference on Computational Creativity, 2019

Making CNNs for video parsing accessible: event extraction from <i>DOTA2</i> gameplay video using transfer, zero-shot, and network pruning.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Procedural Content Generation via Machine Learning (PCGML).
IEEE Trans. Games, 2018

Combinets: Learning New Classifiers via Recombination.
CoRR, 2018

Creative Invention Benchmark.
Proceedings of the Ninth International Conference on Computational Creativity, 2018

Player Experience Extraction from Gameplay Video.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Towards Automated Let's Play Commentary.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Explainable PCGML via Game Design Patterns.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Automated Game Design via Conceptual Expansion.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Co-Creative Level Design via Machine Learning.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Combinatorial Creativity for Procedural Content Generation via Machine Learning.
Proceedings of the Workshops of the The Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Game Engine Learning from Video.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Evaluating singleplayer and multiplayer in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Deep convolutional player modeling on log and level data.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

A General Level Design Editor for Co-Creative Level Design.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

2016
Toward Game Level Generation from Gameplay Videos.
CoRR, 2016

Learning to Blend Computer Game Levels.
Proceedings of the Seventh International Conference on Computational Creativity, 2016

Playable Experiences at AIIDE 2016.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Game Level Generation from Gameplay Videos.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Crowdsourcing Open Interactive Narrative.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015


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