Procedural Content Generation via Machine Learning (PCGML). Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, and Julian Togelius,
IEEE Transactions on Games,
pp. 257--270,
2018.
Conferences
Making CNNs for Video Parsing Accessible.
Zijin Lou, Matthew Guzdial, and Mark Riedl,
Foundations of Digital Games (FDG),
2019.
Combinets: Creativity via Recombination of Neural Networks.
Matthew Guzdial, and Mark Riedl,
International Conference on Computational Creativity (ICCC),
Best Paper Award,
2019.
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators.
Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, and Mark Riedl
Conference on Human Factors in Computing Systems (CHI),
2019.
Player Experience Extraction from Gameplay Video.
Zijin Lou, Matthew Guzdial, and Mark Riedl,
Artificial Intelligence and Interactive Digital Entertainment (AIIDE),
2018.
Automated Game Design via Conceptual Expansion.
Matthew Guzdial, and Mark Riedl,
Artificial Intelligence and Interactive Digital Entertainment (AIIDE),
2018.
Creative Invention Benchmark.
Matthew Guzdial, Nicholas Liao, Vishwa Shah, and Mark Riedl,
International Conference on Computational Creativity (ICCC),
2018.
Game Engine Learning from Video.
Matthew Guzdial, Boyang Li, and Mark Riedl,
International Joint Conference on Artificial Intelligence (IJCAI),
Acceptance Rate: 26%,
2017.
Evaluating Singleplayer and Multiplayer in Human Computation Games.
Kristin Siu, Matthew Guzdial, and Mark Riedl,
International Conference on the Foundations of Digital Games (FDG),
2017.
Game Level Generation from Gameplay Video.
Matthew Guzdial, and Mark Riedl,
Artificial Intelligence and Interactive Digital Entertainment (AIIDE),
2016.
Learning to Blend Computer Game Levels.
Matthew Guzdial, and Mark Riedl,
International Conference on Computational Creativity (ICCC),
Best Paper Award,
2016.
Crowdsourcing Open Interactive Narrative.
Matthew Guzdial, Brent Harrison, Boyang Li, and Mark Riedl,
International Conference on the Foundations of Digital Games (FDG),
2015.
Short Papers
Deep Convolutional Player Modeling on Log and Level Data.
Nicholas Liao, Matthew Guzdial, and Mark Riedl,
International Conference on the Foundations of Digital Games (FDG),
2017.
An Interaction Framework for Studying Co-Creative AI.
Matthew Guzdial, Nicholas Liao, and Mark Riedl,
CHI Human-Centered Machine Learning Perspectives (HCMLP) Workshop,
2019.
Co-Creative Level Design via Machine Learning.
Matthew Guzdial, Nicholas Liao, and Mark Riedl,
AIIDE Workshop on Experimental AI in Games (EXAG),
2018.
Towards Automated Let's Play Commentary.
Matthew Guzdial, Shukan Shah, and Mark Riedl,
AIIDE Workshop on Experimental AI in Games (EXAG),
2018.
Explainable PCGML via Game Design Patterns.
Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, and Mark Riedl,
AIIDE Workshop on Experimental AI in Games (EXAG),
2018.
Combinatorial Creativity for Procedural Content Generation via Machine Learning.
Matthew Guzdial, and Mark Riedl,
AAAI Workshop on Knowledge Extraction from Games (KEG),
2018.
Combinatorial Meta Search.
Matthew Guzdial, and Mark Riedl,
NIPS Workshop on Machine Learning Creativity and Design (MLCD),
2017.
Visual Procedural Content Generation with an Artificial Abstract Artist.
Matthew Guzdial, Duri Long, Christopher Cassion, and Abhishek Das,
ICCC Workshop on Computational Creativity in Games (CCG),
2017.
Learning Player Tailored Content from Observation: Platformer Level Generation from Video Traces using LSTMs.
Adam Summerville, Matthew Guzdial, Michael Mateas, and Mark Riedl,
AIIDE Workshop on Experimental AI in Games (EXAG),
2017.
Deep Static and Dynamic Level Analysis: A Study on Infinite Mario.
Matthew Guzdial, Nathan Sturtevant and Boyang Li,
AIIDE Workshop on Experimental AI in Games (EXAG),
2016.
Toward Game Level Generation from Gameplay Videos.
Matthew Guzdial, and Mark Riedl,
FDG Workshop on Procedural Content Generation in Games (PCG),
2015.
A General Level Design Editor for Co-creative Level Design.
Matthew Guzdial, Jonathan Chen, Shao-Yu Chen, and Mark Riedl,
Experimental AI in Games Workshop (EXAG),
2017.
Conceptually Blended Levels in a Unity Engine.
Matthew Guzdial, and Mark Riedl,
Artificial Intelligence and Interactive Digital Entertainment (AIIDE),
2015.
An Intelligent Game Level Design Editor Informed by Gameplay Videos.
Matthew Guzdial, and Mark Riedl,
Experimental AI in Games Workshop (EXAG),
2015.
Other
Explainable AI for Designers.
Jichen Zhu, Rafael Bidarra, Alex J. Champandard, Simon Colton, Reynald Francois, Matthew Guzdial, Amy K. Hoover, Antonios Liapis, Sebastian Risi, Gillian Smith, Anne Sullivan, and G Michael Youngblood,
Dagstuhl Seminar 1747: Artificial and Computational Intelligence in Games: AI-Driven Game Design,
2018.
AI As Reflective Practice.
Gillian Smith, Mirjam P. Eladhari, Matthew Guzdial, Emily Short, Adam M. Smith, Anne Sullivan, Tommy Thompson, and R Michael Young,
Dagstuhl Seminar 1747: Artificial and Computational Intelligence in Games: AI-Driven Game Design,
2018.
AI-assisted Board Game Play.
Antonios Liapis, Michael Cook, Steve Dahlskog, Mirjam P. Eladhari, Matthew Guzdial, Emily Short, Gillian Smith, Anne Sullivan, and Tommy Thompson,
Dagstuhl Seminar 1747: Artificial and Computational Intelligence in Games: AI-Driven Game Design,
2018.
What is Machine Learning/Deep Learning.
Matthew Guzdial, Joshua A. McCoy, and Jichen Zhu,
Dagstuhl Seminar 1747: Artificial and Computational Intelligence in Games: AI-Driven Game Design,
2018.