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Matthew Guzdial
Person information

- affiliation: University of Alberta, Edmonton, AB, Canada
- affiliation (PhD 2019): Georgia Institute of Technology, Atlanta, GA, USA
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2020 – today
- 2023
- [c48]Seth Cooper
, Emily Halina
, Jichen Zhu
, Matthew Guzdial
:
Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic. FDG 2023: 69:1-69:3 - [i46]Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith:
Procedural Content Generation via Knowledge Transformation (PCG-KT). CoRR abs/2305.00644 (2023) - [i45]Anahita Doosti, Matthew Guzdial:
Transfer Learning for Underrepresented Music Generation. CoRR abs/2306.00281 (2023) - [i44]Negar Mirgati, Matthew Guzdial:
Joint Level Generation and Translation Using Gameplay Videos. CoRR abs/2306.16662 (2023) - [i43]Venkata Sai Revanth Atmakuri, Seth Cooper, Matthew Guzdial:
Game Level Blending using a Learned Level Representation. CoRR abs/2306.16666 (2023) - [i42]Johor Jara Gonzalez, Matthew Guzdial:
Reconstructing Existing Levels through Level Inpainting. CoRR abs/2309.09472 (2023) - [i41]Johor Jara Gonzalez, Seth Cooper, Matthew Guzdial:
Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules. CoRR abs/2309.09476 (2023) - 2022
- [j2]Matthew Guzdial
, Mark O. Riedl:
Conceptual Game Expansion. IEEE Trans. Games 14(1): 93-106 (2022) - [c47]Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant, Morgan Cselinacz, Chris Corfe, Izzy Hubert Lyall, Chris Smith:
Adventures of AI Directors Early in the Development of Nightingale. AIIDE 2022: 70-77 - [c46]Nazanin Yousefzadeh Khameneh, Matthew Guzdial:
World Models with an Entity-Based Representation. AIIDE 2022: 215-222 - [c45]Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant:
FarmQuest: A Demonstration of an AI Director Video Game Test Bed. AIIDE 2022: 288-290 - [c44]Zisen Zhou, Zhongxi Lu, Matthew Guzdial, Fabrício Góes:
Creativity Evaluation Method for Procedural Content Generated Game Items via Machine Learning. DSA 2022: 249-253 - [c43]Dagmar Lukka Loftsdóttir
, Matthew Guzdial
:
SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches. FDG 2022: 32:1-32:7 - [c42]Emily Halina, Matthew Guzdial:
Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems. IJCAI 2022: 4943-4949 - [i40]Akash Saravanan, Matthew Guzdial:
Pixel VQ-VAEs for Improved Pixel Art Representation. CoRR abs/2203.12130 (2022) - [i39]Emily Halina, Matthew Guzdial:
Threshold Designer Adaptation: Improved Adaptation for Designers in Co-creative Systems. CoRR abs/2205.09269 (2022) - [i38]Dagmar Lukka Loftsdóttir, Matthew Guzdial:
SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches. CoRR abs/2209.00185 (2022) - [i37]Faraz Khadivpour, Arghasree Banerjee, Matthew Guzdial:
Responsibility: An Example-based Explainable AI approach via Training Process Inspection. CoRR abs/2209.03433 (2022) - [i36]Mrunal Jadhav, Matthew Guzdial:
Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions. CoRR abs/2210.12789 (2022) - [i35]Emily Halina, Matthew Guzdial:
Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI. CoRR abs/2211.02759 (2022) - [i34]Natalie Bombardieri, Matthew Guzdial:
Improving Deep Localized Level Analysis: How Game Logs Can Help. CoRR abs/2212.03376 (2022) - [i33]Kynan Sorochan, Matthew Guzdial:
Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search. CoRR abs/2212.03387 (2022) - 2021
- [c41]Matthew Guzdial, Nathan R. Sturtevant, Carolyn Yang:
The Impact of Visualizing Design Gradients for Human Designers. AIIDE 2021: 18-25 - [c40]Mrunal Jadhav, Matthew Guzdial:
Tile Embedding: A General Representation for Level Generation. AIIDE 2021: 34-41 - [c39]Alexander Sieusahai, Matthew Guzdial:
Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model. AIIDE 2021: 82-90 - [c38]Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant:
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest. AIIDE 2021: 107-114 - [c37]Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger:
Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL). AIIDE 2021: 164-171 - [c36]Adrián González-Casillas, Matthew Guzdial, Félix Ramos:
A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder. AIIDE 2021: 237-239 - [c35]Emily Halina, Matthew Guzdial:
A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor. AIIDE 2021: 240-242 - [c34]Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial:
Towards Disambiguating Quests as a Technical Term. FDG 2021: 8:1-8:11 - [c33]Thomas Maurer, Matthew Guzdial:
Adversarial Random Forest Classifier for Automated Game Design. FDG 2021: 48:1-48:6 - [c32]Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial:
Ensemble Learning For Mega Man Level Generation. FDG 2021: 52:1-52:9 - [c31]Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial:
Generating Lode Runner Levels by Learning Player Paths with LSTMs. FDG 2021: 53:1-53:7 - [c30]Emily Halina, Matthew Guzdial:
TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games. FDG 2021: 55:1-55:10 - [c29]Zisen Zhou, Matthew Guzdial:
Toward Co-creative Dungeon Generation via Transfer Learning. FDG 2021: 57:1-57:9 - [c28]Mohan Singamsetti, Anmol Mahajan, Matthew Guzdial:
Conceptual Expansion Neural Architecture Search (CENAS). ICCC 2021: 327-335 - [i32]Thomas Maurer, Matthew Guzdial:
Adversarial Random Forest Classifier for Automated Game Design. CoRR abs/2107.12501 (2021) - [i31]Emily Halina, Matthew Guzdial:
TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games. CoRR abs/2107.12506 (2021) - [i30]Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial:
Ensemble Learning For Mega Man Level Generation. CoRR abs/2107.12524 (2021) - [i29]Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial:
Generating Lode Runner Levels by Learning Player Paths with LSTMs. CoRR abs/2107.12532 (2021) - [i28]Zisen Zhou, Matthew Guzdial:
Toward Co-creative Dungeon Generation via Transfer Learning. CoRR abs/2107.12533 (2021) - [i27]Mohan Singamsetti, Anmol Mahajan, Matthew Guzdial:
Conceptual Expansion Neural Architecture Search (CENAS). CoRR abs/2110.03144 (2021) - [i26]Mrunal Jadhav, Matthew Guzdial:
Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning. CoRR abs/2110.03181 (2021) - [i25]Alexander Sieusahai, Matthew Guzdial:
Explaining Deep Reinforcement Learning Agents In The Atari Domain through a Surrogate Model. CoRR abs/2110.03184 (2021) - [i24]Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger:
Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL). CoRR abs/2110.04146 (2021) - [i23]Matthew Guzdial, Nathan R. Sturtevant, Carolyn Yang:
The Impact of Visualizing Design Gradients for Human Designers. CoRR abs/2110.04147 (2021) - [i22]Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant:
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest. CoRR abs/2110.04148 (2021) - 2020
- [c27]Eugene Chen, Christoph Sydora, Brad Burega, Anmol Mahajan, Abdullah, Matthew Gallivan, Matthew Guzdial:
Image-to-Level: Generation and Repair. AIIDE 2020: 189-195 - [c26]Adrián González-Casillas, Matthew Guzdial, Félix Ramos:
Generating Gameplay-Relevant Art Assets with Transfer Learning. AIIDE Workshops 2020 - [c25]Faraz Khadivpour, Matthew Guzdial:
Explainability via Responsibility. AIIDE Workshops 2020 - [c24]Nazanin Yousefzadeh Khameneh, Matthew Guzdial:
Entity Embedding as Game Representation. AIIDE Workshops 2020 - [c23]Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Matthew Guzdial:
The Unexpected Consequence of Incremental Design Changes. AIIDE 2020: 130-136 - [c22]Vardan Saini, Matthew Guzdial:
A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation. AIIDE 2020: 325-327 - [c21]Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Carolyn Yang, Matthew Guzdial:
A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird. AIIDE 2020: 328-330 - [c20]Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial:
What is a Quest? AIIDE Workshops 2020 - [c19]Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari
, Antonios Liapis, Anne Sullivan:
Tabletop Roleplaying Games as Procedural Content Generators. FDG 2020: 103:1-103:9 - [i21]Matthew Guzdial, Mark O. Riedl:
Conceptual Game Expansion. CoRR abs/2002.09636 (2020) - [i20]Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan:
Tabletop Roleplaying Games as Procedural Content Generators. CoRR abs/2007.06108 (2020) - [i19]Faraz Khadivpour, Matthew Guzdial:
Explainability via Responsibility. CoRR abs/2010.01676 (2020) - [i18]Adrián González-Casillas, Matthew Guzdial, Félix Ramos:
Generating Gameplay-Relevant Art Assets with Transfer Learning. CoRR abs/2010.01681 (2020) - [i17]Nazanin Yousefzadeh Khameneh, Matthew Guzdial:
Entity Embedding as Game Representation. CoRR abs/2010.01685 (2020)
2010 – 2019
- 2019
- [b1]Matthew James Guzdial:
Combinational Machine Learning Creativity. Georgia Institute of Technology, Atlanta, GA, USA, 2019 - [c18]Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith
, Mark O. Riedl:
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. CHI 2019: 624 - [c17]Zijin Luo, Matthew Guzdial, Mark O. Riedl:
Making CNNs for video parsing accessible: event extraction from DOTA2 gameplay video using transfer, zero-shot, and network pruning. FDG 2019: 16:1-16:10 - [c16]Matthew Guzdial, Mark O. Riedl:
Combinets: Creativity via Recombination of Neural Networks. ICCC 2019: 180-187 - [e1]Matthew Guzdial, Joseph C. Osborn, Sam Snodgrass:
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, KEG@AAAI 2019, Honolulu, Hawaii, January 27th, 2019. CEUR Workshop Proceedings 2313, CEUR-WS.org 2019 [contents] - [i16]Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, Mark O. Riedl:
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. CoRR abs/1901.06417 (2019) - [i15]Matthew Guzdial, Mark O. Riedl:
An Interaction Framework for Studying Co-Creative AI. CoRR abs/1903.09709 (2019) - [i14]Zijin Luo, Matthew Guzdial, Mark O. Riedl:
Making CNNs for Video Parsing Accessible. CoRR abs/1906.11877 (2019) - [i13]Shukan Shah, Matthew Guzdial, Mark O. Riedl:
Automated Let's Play Commentary. CoRR abs/1909.02195 (2019) - [i12]Andrew Hoyt, Matthew Guzdial, Yalini Kumar, Gillian Smith, Mark O. Riedl:
Integrating Automated Play in Level Co-Creation. CoRR abs/1911.09219 (2019) - 2018
- [j1]Adam Summerville
, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård
, Amy K. Hoover, Aaron Isaksen
, Andy Nealen, Julian Togelius
:
Procedural Content Generation via Machine Learning (PCGML). IEEE Trans. Games 10(3): 257-270 (2018) - [c15]Matthew Guzdial, Mark O. Riedl:
Combinatorial Creativity for Procedural Content Generation via Machine Learning. AAAI Workshops 2018: 557-564 - [c14]Matthew Guzdial, Nicholas Liao, Mark O. Riedl:
Co-Creative Level Design via Machine Learning. AIIDE Workshops 2018 - [c13]Matthew Guzdial, Mark O. Riedl:
Automated Game Design via Conceptual Expansion. AIIDE 2018: 31-37 - [c12]Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark O. Riedl:
Explainable PCGML via Game Design Patterns. AIIDE Workshops 2018 - [c11]Matthew Guzdial, Shukan Shah, Mark O. Riedl:
Towards Automated Let's Play Commentary. AIIDE Workshops 2018 - [c10]Zijin Luo, Matthew Guzdial, Nicholas Liao, Mark O. Riedl:
Player Experience Extraction from Gameplay Video. AIIDE 2018: 52-58 - [c9]Vishwa Shah, Nicholas Liao, Matthew Guzdial, Mark O. Riedl:
Creative Invention Benchmark. ICCC 2018: 192-199 - [i11]Matthew Guzdial, Mark O. Riedl:
Combinets: Learning New Classifiers via Recombination. CoRR abs/1802.03605 (2018) - [i10]Matthew Guzdial, Nicholas Liao, Vishwa Shah, Mark O. Riedl:
Creative Invention Benchmark. CoRR abs/1805.03720 (2018) - [i9]Matthew Guzdial, Mark O. Riedl:
Automated Game Design via Conceptual Expansion. CoRR abs/1809.02232 (2018) - [i8]Zijin Luo, Matthew Guzdial, Nicholas Liao, Mark O. Riedl:
Player Experience Extraction from Gameplay Video. CoRR abs/1809.06201 (2018) - [i7]Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark O. Riedl:
Explainable PCGML via Game Design Patterns. CoRR abs/1809.09419 (2018) - [i6]Matthew Guzdial, Nicholas Liao, Mark O. Riedl:
Co-Creative Level Design via Machine Learning. CoRR abs/1809.09420 (2018) - [i5]Matthew Guzdial, Shukan Shah, Mark O. Riedl:
Towards Automated Let's Play Commentary. CoRR abs/1809.09424 (2018) - 2017
- [c8]Matthew Guzdial, Jonathan Chen, Shao-Yu Chen, Mark O. Riedl:
A General Level Design Editor for Co-Creative Level Design. AIIDE Workshops 2017 - [c7]Kristin Siu, Matthew Guzdial, Mark O. Riedl:
Evaluating singleplayer and multiplayer in human computation games. FDG 2017: 34:1-34:10 - [c6]Nicholas Liao, Matthew Guzdial, Mark O. Riedl:
Deep convolutional player modeling on log and level data. FDG 2017: 41:1-41:4 - [c5]Matthew Guzdial, Boyang Li
, Mark O. Riedl:
Game Engine Learning from Video. IJCAI 2017: 3707-3713 - [i4]Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius:
Procedural Content Generation via Machine Learning (PCGML). CoRR abs/1702.00539 (2017) - [i3]Kristin Siu, Matthew Guzdial, Mark O. Riedl:
Evaluating Singleplayer and Multiplayer in Human Computation Games. CoRR abs/1703.00818 (2017) - 2016
- [c4]Matthew Guzdial, Mark O. Riedl:
Game Level Generation from Gameplay Videos. AIIDE 2016: 44-50 - [c3]Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark O. Riedl, James Owen Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin:
Playable Experiences at AIIDE 2016. AIIDE 2016: 251- - [c2]Matthew Guzdial, Mark O. Riedl:
Learning to Blend Computer Game Levels. ICCC 2016: 354-362 - [i2]Matthew Guzdial, Mark O. Riedl:
Toward Game Level Generation from Gameplay Videos. CoRR abs/1602.07721 (2016) - [i1]Matthew Guzdial, Mark O. Riedl:
Learning to Blend Computer Game Levels. CoRR abs/1603.02738 (2016) - 2015
- [c1]Matthew Guzdial, Brent Harrison, Boyang Li, Mark O. Riedl:
Crowdsourcing Open Interactive Narrative. FDG 2015
Coauthor Index

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last updated on 2023-09-25 00:46 CEST by the dblp team
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