Boss Fights as Spatio-Temporal Level Generation

Time-expanded boss-fight synthesis with route corridors, avatar-physics validation, survival traces, and boss-pressure diagnostics.

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

Scene-Modular LLM-Driven Procedural Level Generation for Anomaly-Detection Games

Scene-modular LLM-driven anomaly generation with executable structured operations, difficulty control, and local reproducible evaluation.

June 2026 · Kaijie Xu, Fandi Meng, 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)

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)

A Database-Driven Framework for 3D Level Generation with LLMs

LLM-assisted database framework for scalable 3D level generation.

November 2025 · Kaijie Xu, Clark Verbrugge (AIIDE 2025)

Action Window Planning for Stealth Missions

Evolutionary and constraint-driven methods for automated stealth mission action window planning.

August 2025 · Kaijie Xu, Clark Verbrugge (CoG 2025)

Constraint Is All You Need: Optimization-Based 3D Level Generation with LLMs

LLM-to-GLDL parsing with facility layout optimization for coherent 3D level generation.

April 2025 · Kaijie Xu, Clark Verbrugge (FDG 2025)