An Exploration of Collision-based Enemy Morphology Generation
arXiv AIArchived Jun 03, 2026✓ Full text saved
arXiv:2606.02832v1 Announce Type: new 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. In this paper, we explore three different novel approaches to generate enemy morp
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Computer Science > Artificial Intelligence
[Submitted on 1 Jun 2026]
An Exploration of Collision-based Enemy Morphology Generation
Johor Jara Gonzalez, Matthew Guzdial
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. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.
Subjects: Artificial Intelligence (cs.AI)
Cite as: arXiv:2606.02832 [cs.AI]
(or arXiv:2606.02832v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2606.02832
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From: Johor Jara Gonzalez [view email]
[v1] Mon, 1 Jun 2026 19:52:33 UTC (3,620 KB)
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