Tableau Machine: A Creative Alien Presence. - Adam M. Smith 001; Mario Romero; Zachary Pousman; Michael Mateas (AAAI Spring Symposium: Creative Intelligent Systems, 2008)

Learning Rotations. - Adam M. Smith 001; Manfred K. Warmuth (COLT, 2008)

Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. - Zachary Pousman; Mario Romero; Adam M. Smith 001; Michael Mateas (UbiComp, 2008)

Computational Support for Play Testing Game Sketches. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Prototyping Games with BIPED. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. - Adam M. Smith 001; Michael Mateas (CIG, 2010)

LUDOCORE: A logical game engine for modeling videogames. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (CIG, 2010)

Reconstructing the world in 3D: bringing games with a purpose outdoors. - Kathleen Tuite; Noah Snavely; Dun-Yu Hsiao; Adam M. Smith 001; Zoran Popovic (FDG, 2010)

RoleModel: towards a formal model of dramatic roles for story generation. - Sherol Chen; Adam M. Smith 001; Arnav Jhala; Noah Wardrip-Fruin; Michael Mateas (FDG, 2010)

Computational Caricatures: Probing the Game Design Process with AI. - Adam M. Smith 001; Michael Mateas (IDP@AIIDE, 2011)

Two methods for voxel detail enhancement. - Adam M. Smith 001 (PCGames@FDG, 2011)

An inclusive view of player modeling. - Adam M. Smith 001; Chris Lewis 002; Kenneth Hullet; Anne Sullivan (FDG, 2011)

Knowledge-level Creativity in Game Design. - Adam M. Smith 001; Michael Mateas (ICCC, 2011)

Towards Knowledge-Oriented Creativity Support in Game Design. - Adam M. Smith 001; Michael Mateas (ICCC, 2011)

Answer Set Programming for Procedural Content Generation: A Design Space Approach. - Adam M. Smith 001; Michael Mateas (IEEE Trans. Comput. Intell. AI Games, 2011)

Anza Island: Novel Gameplay Using ASP. - Kate Compton; Adam M. Smith 001; Michael Mateas (PCG@FDG, 2012)

A case study of expressively constrainable level design automation tools for a puzzle game. - Adam M. Smith 001; Erik Andersen 001; Michael Mateas; Zoran Popovic (FDG, 2012)

Strange Loops in CFML: a Livecoder's Riddle. - Adam M. Smith 001 (ICMC, 2012)

Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops. - David K. Elson; Jonathan P. Rowe; Adam M. Smith 001; Gillian Smith 001; Emmett Tomai (AI Mag., 2012)

Constrained Videogame Content Generation with Answer Set Programming. - Adam M. Smith 001 (Adv. Math. Commun., 2012)

Mechanizing Exploratory Game Design. - Adam M. Smith 001 (2012)

Preface. - Mark J. Nelson; Adam M. Smith 001; Gillian Smith 001 (AI in the Game Design Process @ AIIDE, 2013)

Open Problem: Reusable Gameplay Trace Samplers. - Adam M. Smith 001 (AI in the Game Design Process @ AIIDE, 2013)

Quantifying over play: Constraining undesirable solutions in puzzle design. - Adam M. Smith 001; Eric Butler; Zoran Popovic (FDG, 2013)

A mixed-initiative tool for designing level progressions in games. - Eric Butler; Adam M. Smith 001; Yun-En Liu; Zoran Popovic (UIST, 2013)

Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report. - Antonios Liapis; Michael Cook 001; Adam M. Smith 001; Gillian Smith 001; Alexander Zook; Mei Si; Marc Cavazza; Philippe Pasquier (AI Mag., 2014)

Automatic Game Progression Design through Analysis of Solution Features. - Eric Butler; Erik Andersen 001; Adam M. Smith 001; Sumit Gulwani; Zoran Popovic (CHI, 2015)

AI-based Games: Contrabot and What Did You Do? - Michael Cook 001; Mirjam Eladhari; Adam M. Smith 001; Gillian Smith 001; Tommy Thompson; Julian Togelius; Alexander Zook (FDG, 2015)

AI-based Game Design Patterns. - Mike Treanor; Alexander Zook; Mirjam P. Eladhari; Julian Togelius; Gillian Smith 001; Michael Cook 001; Tommy Thompson; Brian Magerko; John Levine; Adam M. Smith 001 (FDG, 2015)

Personalized Mathematical Word Problem Generation. - Oleksandr Polozov; Eleanor O'Rourke; Adam M. Smith 001; Luke Zettlemoyer; Sumit Gulwani; Zoran Popovic (IJCAI, 2015)

Answer Set Programming in Proofdoku. - Adam M. Smith 001 (AIIDE Workshops, 2017)

Playable Experiences at AIIDE 2017. - Mike Treanor; Nicholas Warren; Mason Reed; Adam M. Smith 001; Pablo Ortiz; Laurel Coney; Loren Sherman; Elizabeth Carré; Nadya Vivatvisha; D. Fox Harrell; Paola Mardo; Andrew Gordon; et al. (AIIDE, 2017)

WaveFunctionCollapse is constraint solving in the wild. - Isaac Karth; Adam M. Smith 001 (FDG, 2017)

Retrieving Game States with Moment Vectors. - Zeping Zhan; Adam M. Smith 001 (AAAI Workshops, 2018)

Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory. - Batu Aytemiz; Isaac Karth; Jesse Harder; Adam M. Smith 001; Jim Whitehead (AIIDE, 2018)

Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games. - Oleksandra G. Keehl; Adam M. Smith 001 (CIG, 2018)

Crawling, indexing, and retrieving moments in videogames. - Xiaoxuan Zhang; Zeping Zhan; Misha Holtz; Adam M. Smith 001 (FDG, 2018)

Evolving mario levels in the latent space of a deep convolutional generative adversarial network. - Vanessa Volz; Jacob Schrum; Jialin Liu 001; Simon M. Lucas; Adam M. Smith 001; Sebastian Risi (GECCO, 2018)

Taking the Scenic Route: Automatic Exploration for Videogames. - Zeping Zhan; Batu Aytemiz; Adam M. Smith 001 (KEG@AAAI, 2019)

Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration. - Kenneth Chang; Batu Aytemiz; Adam M. Smith 001 (CoG, 2019)

Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting. - Oleksandra G. Keehl; Adam M. Smith 001 (CoG, 2019)

Understanding user needs in videogame moment retrieval. - Barrett R. Anderson; Adam M. Smith 001 (FDG, 2019)

Addressing the fundamental tension of PCGML with discriminative learning. - Isaac Karth; Adam M. Smith 001 (FDG, 2019)

Retrieving videogame moments with natural language queries. - Xiaoxuan Zhang; Adam M. Smith 001 (FDG, 2019)

Formalizing Visualization Design Knowledge as Constraints: Actionable and Extensible Models in Draco. - Dominik Moritz; Chenglong Wang; Greg L. Nelson; Halden Lin; Adam M. Smith 001; Bill Howe; Jeffrey Heer (IEEE Trans. Vis. Comput. Graph., 2019)

Teaching Game AI as an Undergraduate Course in Computational Media. - Adam M. Smith 001; Daniel G. Shapiro (AAAI, 2020)

SMES: Adapting Dexterity-based Games for Deliberative Play. - Batu Aytemiz; Hunter Lynch; Carl Erez; Adam M. Smith 001 (AIIDE Workshops, 2020)

Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity. - Batu Aytemiz; Xueer Shu; Eric Hu; Adam M. Smith 001 (AIIDE, 2020)

Differentia: Visualizing Incremental Game Design Changes. - Kenneth Chang; Adam M. Smith 001 (AIIDE, 2020)

A Diagnostic Taxonomy of Failure in Videogames. - Batu Aytemiz; Adam M. Smith 001 (FDG, 2020)

The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media. - Barrett R. Anderson; Adam M. Smith 001 (AAAI, 2021)

Content Reinjection for Super Metroid. - Ross Mawhorter; Batu Aytemiz; Isaac Karth; Adam M. Smith 001 (AIIDE, 2021)

Boosting Exploration of Low-Dimensional Game Spaces with Stale Human Demonstrations. - Kenneth Chang; Adam M. Smith 001 (CoG, 2021)

A Genre-Specific Game Description Language for Game Boy RPGs. - Tamara Duplantis; Isaac Karth; Max Kreminski; Adam M. Smith 001; Michael Mateas (CoG, 2021)

Neurosymbolic Map Generation with VQ-VAE and WFC. - Isaac Karth; Batu Aytemiz; Ross Mawhorter; Adam M. Smith 001 (FDG, 2021)

Softlock Detection for Super Metroid with Computation Tree Logic. - Ross Mawhorter; Adam M. Smith 001 (FDG, 2021)

The Randomizer Community does Procedural Content Generation Research. - Ross Mawhorter; Peter A. Mawhorter; Adam M. Smith 001 (FDG, 2022)

WaveFunctionCollapse: Content Generation via Constraint Solving and Machine Learning. - Isaac Karth; Adam M. Smith 001 (IEEE Trans. Games, 2022)

DendryScope: Narrative Designer Support via Symbolic Analysis. - Jasmine Otto; Autumn Chen; Adam M. Smith 001 (AIIDE, 2023)

Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC. - Bahar Bateni; Isaac Karth; Adam M. Smith 001 (FDG, 2023)

Playable Quotes for Game Boy Games. - Joël Franusic; Kathleen Tuite; Adam M. Smith 001 (FDG, 2023)

Automated Testing in Super Metroid with Abstraction-Guided Exploration. - Ross Mawhorter; Adam M. Smith 001 (FDG, 2023)

You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG. - Jediah Katz; Bahar Bateni; Adam M. Smith 001 (FDG, 2024)

Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces. - Abdelrahman Madkour; Ross Mawhorter; Stacy Marsella; Adam M. Smith 001; Steven Holtzen (FDG, 2024)

Comprehensive and Instantly Responsive Player Assistance using Binary Decision Diagrams. - Ross Mawhorter; Adam M. Smith 001 (FDG, 2024)

Analytic Procgen with Composable Design Space Expressions. - Ross Mawhorter; Adam M. Smith 001 (FDG, 2025)