Adam M. Smith

According to our database1, Adam M. Smith authored at least 37 papers between 2007 and 2018.

Collaborative distances:

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2018
Addressing the Fundamental Tension of PCGML with Discriminative Learning.
CoRR, 2018

Crawling, indexing, and retrieving moments in videogames.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Retrieving Game States with Moment Vectors.
Proceedings of the Workshops of the The Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
WaveFunctionCollapse is constraint solving in the wild.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Playable Experiences at AIIDE 2017.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2015
Personalized Mathematical Word Problem Generation.
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015

AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

AI-based Games: Contrabot and What Did You Do?
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Automatic Game Progression Design through Analysis of Solution Features.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report.
AI Magazine, 2014

2013
A mixed-initiative tool for designing level progressions in games.
Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology, 2013

Quantifying over play: Constraining undesirable solutions in puzzle design.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

2012
Constrained Videogame Content Generation with Answer Set Programming.
TinyToCS, 2012

RuleBender: integrated modeling, simulation and visualization for rule-based intracellular biochemistry.
BMC Bioinformatics, 2012

Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops.
AI Magazine, 2012

Strange Loops in CFML: a Livecoder's Riddle.
Proceedings of the Non-Cochlear Sound: Proceedings of the 38th International Computer Music Conference, 2012

A case study of expressively constrainable level design automation tools for a puzzle game.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Anza Island: Novel Gameplay Using ASP.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Answer Set Programming for Procedural Content Generation: A Design Space Approach.
IEEE Trans. Comput. Intellig. and AI in Games, 2011

RuleBender: a visual interface for rule-based modeling.
Bioinformatics, 2011

Towards Knowledge-Oriented Creativity Support in Game Design.
Proceedings of the Second International Conference on Computational Creativity, 2011

Knowledge-level Creativity in Game Design.
Proceedings of the Second International Conference on Computational Creativity, 2011

An inclusive view of player modeling.
Proceedings of the Foundations of Digital Games, 2011

RuleBender: Integrated visualization for biochemical rule-based modeling.
Proceedings of the 2011 IEEE Symposium on Biological Data Visualization, 2011

Computational Caricatures: Probing the Game Design Process with AI.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

2010
Reconstructing the world in 3D: bringing games with a purpose outdoors.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

LUDOCORE: A logical game engine for modeling videogames.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
An empirical study of incorporating cost into test suite reduction and prioritization.
Proceedings of the 2009 ACM Symposium on Applied Computing (SAC), 2009

Prototyping Games with BIPED.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Computational Support for Play Testing Game Sketches.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
Living with tableau machine: a longitudinal investigation of a curious domestic intelligence.
Proceedings of the UbiComp 2008: Ubiquitous Computing, 10th International Conference, 2008

Learning Rotations.
Proceedings of the 21st Annual Conference on Learning Theory, 2008

Tableau Machine: A Creative Alien Presence.
Proceedings of the Creative Intelligent Systems, 2008

2007
Test suite reduction and prioritization with call trees.
Proceedings of the 22nd IEEE/ACM International Conference on Automated Software Engineering (ASE 2007), 2007


  Loading...