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Matthew Guzdial

@matthewguz.bsky.social
989 followers 353 following 947 posts

Associate professor @ University of Alberta and Canada CIFAR AI Chair @ Alberta Machine Intelligence Institute. Games, machine learning, and creativity | he/him

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Matthew Guzdial @matthewguz.bsky.social · 28/08/2026
It's fine! She is so beautiful and dry now
A shower with no doors
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Matthew Guzdial @matthewguz.bsky.social · 23/08/2026
Columbo using his powers (white beans coming from his hands and his eyes glowing)
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
#FDG26 closing session had the award for solving the puzzle introduced during the PCG workshop (a white polo, appropriately) and a recognition of the chairs and organizers. bsky.app/profile/matt...
Rafa handing out the puzzle prizeGeneral co-chairs recognition
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Erin J.K. Truesdell ends off the session with a presentation on semi-structured interviews with MAGFest alt control game designers, finding themes around alt control games as art, practice, community, and futures.
TitleExample alt controller games
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Miikka Junnila presents his own analysis comparing Red Dead Redemption 2 and Ghost of Tsushima in terms of their shared actions.
Title slideBreakdown of shared action usage based on the analysis
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Craig Anderson presented the results of semi-structured interviews with Thinky Games puzzle designers, lots of good insights here. I particularly liked the reiteration of the importance of designing for interesting situations and that the only failure is players permanently giving up.
Title slideMethodology
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Panagiotis Vrettis presents a design overview of Behaviour Rating Systems in games, identifying a number of features that define a space of BRSs.
Title slideSix features identified in the overview
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
After the community meeting, we have the Game Design 2 session, starting with Ea Willumsen covering “The Money Game” exhibition in the National Museum of Denmark. She found it communicated their intended lessons around how money works, but that ~1/3 of players didn’t even play, acting as audience.
Title slideMoney Game exhibition photographed with people playing a who wants to be a millionaire like quiz show
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Community meeting starts with a thank you to Jim Whitehead for being the central pillar of FDG for 21 years. (Plus bonus @annetropy.bsky.social)
Images of Jim as a pirate Images of Jim with a bonus Anne Sullivan
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Kaijie Xu back (remotely) again covering a generic approach to navigation in Soulslike games, extending some prior work on identifying goal locations in screenshots. They could mostly navigate along a designer-desired path!
Title slideExample of results, green is achieving a location, red is not. The approach could get most of the way for most games.
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
My student @harcurio.bsky.social presents his approach to generating enemy hitboxes that can be defeated by only one set of mechanics (like only with a double jump) based on collision information. Paper: dl.acm.org/doi/full/10....
General setup, given a randomly initialized hitbox optimize it to only be defeatable with a new mechanic Example outputs for a double jump mechanic
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Next Kaijie Xu (remotely) presents his Honourable Mention paper on generating levels that have two states like the time jumping levels in Dishonoured 2 or Titanfall 2 using planning and a GA.
Spatial alignment of two dimensions Ensuring consistency over time
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
My student @emilyhalina.bsky.social presents Playtrace Reconstructive Partitioning (PRP), our new approach to generating guaranteed solvable levels from as little as a single input by considering time. Paper: dl.acm.org/doi/full/10....
Cake representation, a level represented over time Example outputs from a single Sokoban input
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Lindsay Grace starts off the Game AI - Learning session to highlight a play as an interface for interactions with AI, including reminding/proposing new verbs of interaction.
Title slideVerbs: slide, cluster, spin, associate, mix, spread, and mingle
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Final keynote is from Tim Garbos covering the history of Tribad studio, a great overview of lessons learned. Biggest one is just the classic: make a lot, cut to the good stuff and repeat.
Title slideCactus diagram around prototyping and cutting
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Matthew Guzdial @matthewguz.bsky.social · 13/08/2026
Day 3 (final) of #FDG26 starts with the announcement of #FDG27 in Melbourne | Naarm, Australia CfP and call for organizers is live
FDG 2027 announcement QR codes for call for papers and organizers and track chairs for FDG 2027
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Trapped on a bus for an hour in Copenhage? prime quiz time
Bravery result for undertale quiz
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Christian Poglitsch (remotely) presents an experiment applying various OpenAI LLMs with various prompting strategies to playing Hearthstone. They found that they did not outperform SOTA MCTS or RL approaches.
Title slideResults comparing LLM and MCTS agents
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Marco Scirea presents results on a user study comparing different ways to use LLMs for NPC dialogue. Lots of interesting statistically significant results, but this framework breaks it down nicely. More LLM is C, more hand authored on the left.
Research question slideSimple breakdown/synthesis of the results
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Vikram Kumaran presents on generating quests with a mix of LLMs and constraint solvers. They found the CS and LLM critics helped but that humans didn’t particularly care for the output.
Title slideScreenshot of a quest in progress
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Now seeing some work by Munk et al. on using quanitizing and LoRA for small, local LLMs for NPCs in games. They found that another LLM thought the output dialogue was good, but even the small models took 5-10 seconds per response.
Framework for quanitizing LLMs for controlling game NPCsLLM as judge framework for evaluation.
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Back after a break with the Generative AI - “Generative Content, Behaviour, and Experience“, Ruiyu Xu presents (remotely) her framework for LLM NPCs, based on generalizing from example games produced in China.
Title slideExample games with LLM NPCsThe full framework
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Johannes Pfau back to showcase his team’s “Dark Zagreus” mod using imitation learning to clone the player’s last successful run as a replacement for Hades 1’s boss. They found no significant difference.
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Amir Baghi from EA presents an approach to controlling Football teams with multiagent RL, extending TiZero to explore more and leading to better collaboration (Qualitatively)
Title slide Extension of TiZero
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Next up my student @daveg29.bsky.social presents his research on learning a neurosymbolic world model! We find we can successfully learn useful programs from a single gameplay video. arxiv.org/pdf/2508.11836
Extracted sprites from a modified MarionetteRule learning from neighbouring frames
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Now onto the Game AI - Learning session, Kaijie Xu presenting remotely on using Perlin noise not just to control the world generation (like in Minecraft) but to control NPC behaviour (also like in Minecraft). They find it’s comparable to flocking.
Title slide of the talkVisual comparison of Perlin noise and flocking
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
In the final part, Sicart argues LLM agents are just bad/broken roleplayers and we can use play to paper over the cracks.
From Sicart, final conclusion “Play as the kintsugi of broken agents”
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
In part two, Sicart covers his own agentic/LLM experiments. A take generator, an agentic marketplace, and an agentic polymarket.
Take Maker by SicartOutput of Take Maker prompted to make a take about automating academia
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
After a long tangent about agentic systems, Sicart makes the argument to broaden our understanding of the Ludic Century as a lens for things like Polymarket and Looksmaxxing. That games studies has been an isolationist discipline.
Overview of the ludic centuryArgument for broadening game studies, that it has been isolationist discipline
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Matthew Guzdial @matthewguz.bsky.social · 12/08/2026
Day two proper of #FDG26 starting with a keynote from Miguel Sicart talking broadly about play and the root of all evil.
Title slide with Miguel Sicart Three acts, ecosystems, in their world, the root of all evil
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Alexander Dockhorn studies local/open weight LLMs for generating Behaviour Trees in Unreal, finding they can do 20-30 node Btrees pretty well.
Title slide Example outputs
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Zhongyu Xie presents on some PCGRL and LLM work but I’m too distracted from his claim that Minecraft and Spelunky used evolutionary search to engage with the work.
Title slide of the presentation
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Johannes Pfau presenting work on using white boxing to control an image diffusion process for concepting. They found devs preferred manual drawing but their approach helped over vanilla diffusion.
Title slideExamples as comparisons between approaches in the study
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Back after lunch with the “Gen AI” session, starting with Vitaly Gnatyuk who is looking at game texture map generation for an in-development war game. They found a GAN outperforms their diffusion model trained on their internal data.
Title slide Example outputs
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Reia Drucker (UVic 🇨🇦) presents work analyzing player movement In Call of Duty, using approaches adapted from real world human movement modelling.
Data breakdown Results breakdown
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Oura Uemura (presenting online) presents an analysis of streamer and audience engagement to see how they affect one another. They find statistically significant results showing relationships between everything except streamer sentiment (streamers can get angry or be happy).
Title slideResults slide
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Next up Nicolas Ioannou presents the results of a survey of players around the commendation systems in League and Overwatch. They found that players mostly used the system to reward others for playing well and positive attitudes.
Title slideMajor themes
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
I’m attending the Game Analytics and Visualization track, starting with Magdaléna Kejstová covering her survey on games for teaching visualization. Her findings included that children and bias detection are underrepresented.
Breakdown of the two phase review approachIdentifying the dominant design patterns
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Valentina Nisi covered a historical overview of her work connecting human players with the nature of Madeira.
Decentering the human overview slideBiotopia overview slide
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Right on to the first keynote speaker, Valentina Nisi and her talk “Who’s Playing? Making kin through Game Design: The post-human through gaming and storytelling”, all about how we can connect with non-humans through games.
Opening slide of the first FDG 2026 keynote
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Announcing the #FDG26 Best Paper Award “Complicit by Design: Convergence and Alienation in Interactive Fourth Wall Breaks” plus the two honourable mentions (Kaijie Xu and Clark Verbrugge are on an award winning run of papers).
Best paper award and the two honourable mentions (“Prometheas: A System for Promoting Provincial Behavior in Online Multiplayer Games” and “High Dinensional Procedural Content Generation”) for FDG 2026
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Welcoming remarks for day 1 of #FDG26 from the organizers and Games Denmark rep, expanding on the theme of “research through games; research for games”
FDG 2026 opening slideGames Denmark representative speaking at the opening of FDG 2026
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
Starting off #FDG26 proper with a @galaxykate.bsky.social activity, making a combinatorial pen. Important to wash your gameboys.
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Matthew Guzdial @matthewguz.bsky.social · 11/08/2026
An image of J Jonah Jameson demanding photos of spider man (nude)
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Bojan Endrovski now back demoing his DSL for level generation, where (in his own words) he ignored the results of his own survey.
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Ashmiya Dua and Devesh K., undergrads working with Jim Whitehead, are working on adding agents to Pewter, Whitehead’s LLM co-creative RPG world design tool.
Two students presenting in front of a screen with the Pewter interface.
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Scale of puzzle growth based on grid size is massive, as you’d expect.
Table of puzzle complexity, showing exponential growth.
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Here’s my solution of said puzzle (please forgive my terrible paper folding)
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Now Stiliyan Nanovski presenting on generating folding paper puzzles. Quite fun, they generated some for #FDG26 and are handing them out at registration. More papers should do this!
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Matthew Guzdial @matthewguz.bsky.social · 10/08/2026
Kaijie Xu (McGill) presenting on generating character actions in games from abstract representations, like different kinds of attacks.
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