Clark Verbrugge

AI
h-index2
12papers
12citations
Novelty50%
AI Score49

12 Papers

AIFeb 21Code
How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs

Kaijie Xu, Mustafa Bugti, Clark Verbrugge

Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environments or analyzes static screenshots for visual affordances, but neither setting faithfully captures how players explore complex, real-world game levels. In this paper, we build on an existing open-source visual affordance detector and instantiate a screen-only exploration and navigation agent that operates purely from visual affordances. Our agent consumes live game frames, identifies salient interest points, and drives a simple finite-state controller over a minimal action space to explore Dark Souls-style linear levels and attempt to reach expected goal regions. Pilot experiments show that the agent can traverse most required segments and exhibits meaningful visual navigation behavior, but also highlight that limitations of the underlying visual model prevent truly comprehensive and reliable auto-navigation. We argue that this system provides a concrete, shared baseline and evaluation protocol for visual navigation in complex games, and we call for more attention to this necessary task. Our results suggest that purely vision-based sense-making models, with discrete single-modality inputs and without explicit reasoning, can effectively support navigation and environment understanding in idealized settings, but are unlikely to be a general solution on their own.

36.7HCMar 19
Deconstructing Open-World Game Mission Design Formula: A Thematic Analysis Using an Action-Block Framework

Kaijie Xu, Yiwei Zhang, Brian Yang et al.

Open-world missions often rely on repeated formulas, yet designers lack systematic ways to examine pacing, variation, and experiential balance across large portfolios. We introduce the Mission Action Quality Vector (MAQV), a six-dimensional framework-covering combat, exploration, narrative, emotion, problem-solving, and uniqueness-paired with an action block grammar representing missions as gameplay sequences. Using about 2200 missions from 20 AAA titles, we apply LLM-assisted parsing to convert community walkthroughs into structured action sequences and score them with MAQV. An interactive dashboard enables designers to reveal underlying mission formulas. In a mixed-methods study with experienced players and designers, we validate the pipeline's fidelity and the tool's usability, and use thematic analysis to identify recurring design trade-offs, pacing grammars, and systematic differences by quest type and franchise evolution. Our work offers a reproducible analytical workflow, a data-driven visualization tool, and reflective insights to support more balanced, varied mission design at scale.

AINov 9, 2025
CSP4SDG: Constraint and Information-Theory Based Role Identification in Social Deduction Games with LLM-Enhanced Inference

Kaijie Xu, Fandi Meng, Clark Verbrugge et al.

In Social Deduction Games (SDGs) such as Avalon, Mafia, and Werewolf, players conceal their identities and deliberately mislead others, making hidden-role inference a central and demanding task. Accurate role identification, which forms the basis of an agent's belief state, is therefore the keystone for both human and AI performance. We introduce CSP4SDG, a probabilistic, constraint-satisfaction framework that analyses gameplay objectively. Game events and dialogue are mapped to four linguistically-agnostic constraint classes-evidence, phenomena, assertions, and hypotheses. Hard constraints prune impossible role assignments, while weighted soft constraints score the remainder; information-gain weighting links each hypothesis to its expected value under entropy reduction, and a simple closed-form scoring rule guarantees that truthful assertions converge to classical hard logic with minimum error. The resulting posterior over roles is fully interpretable and updates in real time. Experiments on three public datasets show that CSP4SDG (i) outperforms LLM-based baselines in every inference scenario, and (ii) boosts LLMs when supplied as an auxiliary "reasoning tool." Our study validates that principled probabilistic reasoning with information theory is a scalable alternative-or complement-to heavy-weight neural models for SDGs.

AIFeb 21
High Dimensional Procedural Content Generation

Kaijie Xu, Clark Verbrugge

Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and expressivity, and formally introduce High-Dimensional PCG (HDPCG): a framework that elevates non-geometric gameplay dimensions to first-class coordinates of a joint state space. We instantiate HDPCG along two concrete directions. Direction-Space augments geometry with a discrete layer dimension and validates reachability in 4D (x,y,z,l), enabling unified treatment of 2.5D/3.5D mechanics such as gravity inversion and parallel-world switching. Direction-Time augments geometry with temporal dynamics via time-expanded graphs, capturing action semantics and conflict rules. For each direction, we present three general, practicable algorithms with a shared pipeline of abstract skeleton generation, controlled grounding, high-dimensional validation, and multi-metric evaluation. Large-scale experiments across diverse settings validate the integrity of our problem formulation and the effectiveness of our methods on playability, structure, style, robustness, and efficiency. Beyond quantitative results, Unity-based case studies recreate playable scenarios that accord with our metrics. We hope HDPCG encourages a shift in PCG toward general representations and the generation of gameplay-relevant dimensions beyond geometry, paving the way for controllable, verifiable, and extensible level generation.

AIFeb 21
(Perlin) Noise as AI coordinator

Kaijie Xu, Clark Verbrugge

Large scale control of nonplayer agents is central to modern games, while production systems still struggle to balance several competing goals: locally smooth, natural behavior, and globally coordinated variety across space and time. Prior approaches rely on handcrafted rules or purely stochastic triggers, which either converge to mechanical synchrony or devolve into uncorrelated noise that is hard to tune. Continuous noise signals such as Perlin noise are well suited to this gap because they provide spatially and temporally coherent randomness, and they are already widely used for terrain, biomes, and other procedural assets. We adapt these signals for the first time to large scale AI control and present a general framework that treats continuous noise fields as an AI coordinator. The framework combines three layers of control: behavior parameterization for movement at the agent level, action time scheduling for when behaviors start and stop, and spawn or event type and feature generation for what appears and where. We instantiate the framework reproducibly and evaluate Perlin noise as a representative coordinator across multiple maps, scales, and seeds against random, filtered, deterministic, neighborhood constrained, and physics inspired baselines. Experiments show that coordinated noise fields provide stable activation statistics without lockstep, strong spatial coverage and regional balance, better diversity with controllable polarization, and competitive runtime. We hope this work motivates a broader exploration of coordinated noise in game AI as a practical path to combine efficiency, controllability, and quality.

CVAug 25, 2025
Adaptive Visual Navigation Assistant in 3D RPGs

Kaijie Xu, Clark Verbrugge

In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping, and provides an objective basis for evaluating map cue presentation. In this work, we formalize the task of detecting traversable Spatial Transition Points (STPs)-connectors between two sub regions-and selecting the singular Main STP (MSTP), the unique STP that lies on the designer-intended critical path toward the player's current macro-objective, from a single game frame, proposing this as a new research focus. We introduce a two-stage deep-learning pipeline that first detects potential STPs using Faster R-CNN and then ranks them with a lightweight MSTP selector that fuses local and global visual features. Both stages benefit from parameter-efficient adapters, and we further introduce an optional retrieval-augmented fusion step. Our primary goal is to establish the feasibility of this problem and set baseline performance metrics. We validate our approach on a custom-built, diverse dataset collected from five Action RPG titles. Our experiments reveal a key trade-off: while full-network fine-tuning produces superior STP detection with sufficient data, adapter-only transfer is significantly more robust and effective in low-data scenarios and for the MSTP selection task. By defining this novel problem, providing a baseline pipeline and dataset, and offering initial insights into efficient model adaptation, we aim to contribute to future AI-driven navigation aids and data-informed level-design tools.

AIAug 25, 2025
A Database-Driven Framework for 3D Level Generation with LLMs

Kaijie Xu, Clark Verbrugge

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for generating such levels, centered on the offline, LLM-assisted construction of reusable databases for architectural components (facilities and room templates) and gameplay mechanic elements. Our multi-phase pipeline assembles levels by: (1) selecting and arranging instances from the Room Database to form a multi-floor global structure with an inherent topological order; (2) optimizing the internal layout of facilities for each room based on predefined constraints from the Facility Database; and (3) integrating progression-based gameplay mechanics by placing components from a Mechanics Database according to their topological and spatial rules. A subsequent two-phase repair system ensures navigability. This approach combines modular, database-driven design with constraint-based optimization, allowing for systematic control over level structure and the adaptable pacing of gameplay elements. Initial experiments validate the framework's ability in generating diverse, navigable 3D environments and its capability to simulate distinct gameplay pacing strategies through simple parameterization. This research advances PCG by presenting a scalable, database-centric foundation for the automated generation of complex 3D levels with configurable gameplay progression.

AIAug 25, 2025
Generic Guard AI in Stealth Game with Composite Potential Fields

Kaijie Xu, Clark Verbrugge

Guard patrol behavior is central to the immersion and strategic depth of stealth games, while most existing systems rely on hand-crafted routes or specialized logic that struggle to balance coverage efficiency and responsive pursuit with believable naturalness. We propose a generic, fully explainable, training-free framework that integrates global knowledge and local information via Composite Potential Fields, combining three interpretable maps-Information, Confidence, and Connectivity-into a single kernel-filtered decision criterion. Our parametric, designer-driven approach requires only a handful of decay and weight parameters-no retraining-to smoothly adapt across both occupancy-grid and NavMesh-partition abstractions. We evaluate on five representative game maps, two player-control policies, and five guard modes, confirming that our method outperforms classical baseline methods in both capture efficiency and patrol naturalness. Finally, we show how common stealth mechanics-distractions and environmental elements-integrate naturally into our framework as sub modules, enabling rapid prototyping of rich, dynamic, and responsive guard behaviors.

AIApr 22, 2020
Tension Space Analysis for Emergent Narrative

Ben Kybartas, Clark Verbrugge, Jonathan Lessard

Emergent narratives provide a unique and compelling approach to interactive storytelling through simulation, and have applications in games, narrative generation, and virtual agents. However the inherent complexity of simulation makes understanding the expressive potential of emergent narratives difficult, particularly at the design phase of development. In this paper, we present a novel approach to emergent narrative using the narratological theory of possible worlds and demonstrate how the design of works in such a system can be understood through a formal means of analysis inspired by expressive range analysis. Lastly, we propose a novel way through which content may be authored for the emergent narrative system using a sketch-based interface.

AIJan 15, 2020
Offline Grid-Based Coverage path planning for guards in games

Wael Al Enezi, Clark Verbrugge

Algorithmic approaches to exhaustive coverage have application in video games, enabling automatic game level exploration. Current designs use simple heuristics that frequently result in poor performance or exhibit unnatural behaviour. In this paper, we introduce a novel algorithm for covering a 2D polygonal (with holes) area. We assume prior knowledge of the map layout and use a grid-based world representation. Experimental analysis over several scenarios ranging from simple layouts to more complex maps used in actual games show good performance. This work serves as an initial step towards building a more efficient coverage path planning algorithm for non-player characters.

AIAug 13, 2018
Generating Paths with WFC

Hugo Scurti, Clark Verbrugge

Motion plans are often randomly generated for minor game NPCs. Repetitive or regular movements, however, require non-trivial programming effort and/or integration with a pathing system. We here describe an example-based approach to path generation that requires little or no additional programming effort. Our work modifies the Wave Function Collapse (WFC) algorithm, adapting it to produce pathing plans similar to an input sketch. We show how simple sketch modifications control path characteristics, and demonstrate feasibility through a usable Unity implementation.

AINov 8, 2017
Exploration in NetHack With Secret Discovery

Jonathan C. Campbell, Clark Verbrugge

Roguelike games generally feature exploration problems as a critical, yet often repetitive element of gameplay. Automated approaches, however, face challenges in terms of optimality, as well as due to incomplete information, such as from the presence of secret doors. This paper presents an algorithmic approach to exploration of roguelike dungeon environments. Our design aims to minimize exploration time, balancing coverage and discovery of secret areas with resource cost. Our algorithm is based on the concept of occupancy maps popular in robotics, adapted to encourage efficient discovery of secret access points. Through extensive experimentation on NetHack maps we show that this technique is significantly more efficient than simpler greedy approaches and an existing automated player. We further investigate optimized parameterization for the algorithm through a comprehensive data analysis. These results point towards better automation for players as well as heuristics applicable to fully automated gameplay.