An Exploration of Collision-based Enemy Morphology Generation
The paper explores novel methods for generating enemy morphologies in video games using player collision information. It highlights the lack of prior research in this area compared to other procedural content generation topics. The authors present three different approaches, each demonstrating strengths and weaknesses while outperforming a traditional evolutionary baseline.
- ▪The research focuses on generating enemy morphologies for video games, an area that has seen little prior exploration.
- ▪Three novel approaches based on player collision information were developed and tested.
- ▪All approaches showed equivalent or better performance than an evolutionary baseline adapted from robotics.
Opening excerpt (first ~120 words) tap to expand
Computer Science > Artificial Intelligence arXiv:2606.02832 (cs) [Submitted on 1 Jun 2026] Title:An Exploration of Collision-based Enemy Morphology Generation Authors:Johor Jara Gonzalez, Matthew Guzdial View a PDF of the paper titled An Exploration of Collision-based Enemy Morphology Generation, by Johor Jara Gonzalez and 1 other authors View PDF HTML (experimental) Abstract:Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics.
…
Excerpt limited to ~120 words for fair-use compliance. The full article is at arXiv cs.AI.