Sam Snodgrass

According to our database1, Sam Snodgrass authored at least 35 papers between 2014 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Links

On csauthors.net:

Bibliography

2024
Procedural Content Generation via Knowledge Transformation (PCG-KT).
IEEE Trans. Games, March, 2024

Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games.
CoRR, 2024

2022
"Rather Solve the Problem from Scratch": Gamesploring Human-Machine Collaboration for Optimizing the Debris Collection Problem.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22, 2022

2021
Deep learning for procedural content generation.
Neural Comput. Appl., 2021

2020
Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning.
Proceedings of the IEEE Conference on Games, 2020

Introducing Gamettes: A Playful Approach for Capturing Decision-Making for Informing Behavioral Models.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Extracting Physics from Blended Platformer Game Levels.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Exploring Level Blending Across Platformers via Paths and Affordances.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Towards a generalized player model through the PEAS framework.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Evaluation of an automatically-constructed graph-based representation for interactive narrative.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Gamifying psychological assessment: insights from gamifying the thematic apperception test.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Levels from Sketches with Example-Driven Binary Space Partition.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM.
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019

2018
Procedural Content Generation via Machine Learning (PCGML).
IEEE Trans. Games, 2018

The Development of a Methodology for Gamifying Surveys.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Towards Automatic Extraction of Tile Types from Level Images.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Exploratory Automated Analysis of Structural Features of Interactive Narrative.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Learning to Generate Video Game Maps Using Markov Models.
IEEE Trans. Comput. Intell. AI Games, 2017

Player Movement Models for Video Game Level Generation.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Understanding mario: an evaluation of design metrics for platformers.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Procedural level generation using multi-layer level representations with MdMCs.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Learning to Predict Driver Behavior from Observation.
Proceedings of the 2017 AAAI Spring Symposia, 2017

2016
The VGLC: The Video Game Level Corpus.
CoRR, 2016

Controllable Procedural Content Generation via Constrained Multi-Dimensional Markov Chain Sampling.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

General Statistical Approaches to Procedural Map Generation.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
A Hierarchical MdMC Approach to 2D Video Game Map Generation.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Case-Based Prediction of Teen Driver Behavior and Skill.
Proceedings of the Case-Based Reasoning Research and Development, 2014

Experiments in map generation using Markov chains.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Extended abstract for <i>Canvas Obscura</i>.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

A Hierarchical Approach to Generating Maps Using Markov Chains.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014


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