Action Selection in Multiplayer Hidden-Information Games with Expected Target Entropy

Expected-target-entropy action selection transfers well to target-identification games and exposes when task-progress costs are needed.

June 2026 · Kaijie Xu, Fandi Meng, Clark Verbrugge, Simon Lucas (CoG 2026)

Efficient Multi-Guard Patrol through Extended Composite Potential Fields

Lazy Field Evaluation, Voronoi Territorial Coordination, and Shared Novelty Patrol extend CPF for efficient coordinated stealth-game guard patrols.

June 2026 · Kaijie Xu, Yiwei Zhang, Clark Verbrugge (CoG 2026)

Generate Diverse Skills with Large Language Models

A browser-based roguelike auto-battler and evaluation framework for intent-aware procedural skill generation with local LLMs.

May 2026 · Kaijie Xu, Clark Verbrugge (FDG 2026 PCG Workshop)

Path2Patrol: Path-Conditioned Guard Generation in Stealth Games through MAP-Elites

A designer-centric quality-diversity framework for generating valid, diverse, and controllable stealth-game guard patrols.

May 2026 · Yiwei Zhang, Kaijie Xu, Richard Zhao, Clark Verbrugge (CoG 2026)

(Perlin) Noise as AI coordinator

Noise fields as a practical AI coordinator for smooth local behavior and globally coordinated variety across space and time.

February 2026 · Kaijie Xu, Clark Verbrugge (FDG 2026)

High Dimensional Procedural Content Generation

A general HDPCG framework that augments geometry with gameplay dimensions (layer/time) for controllable generation and high-dimensional validation.

February 2026 · Kaijie Xu, Clark Verbrugge (FDG 2026)

How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs

A vision-only navigation baseline for commercial 3D ARPGs using visual affordances and a simple finite-state controller.

February 2026 · Kaijie Xu, Mustafa Bugti, Clark Verbrugge (FDG 2026)