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An Exploration of Collision-based Enemy Morphology Generation

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#artificial intelligence#video games#procedural content generation
An Exploration of Collision-based Enemy Morphology Generation
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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.

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arXiv cs.AI
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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.

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