Adam M. Smith

Orcid: 0000-0002-4519-8423

Affiliations:
  • University of California, Santa Cruz, Design Reasoning Lab, CA, USA
  • University of Washington, Center for Game Science, Seattle, WA, USA


According to our database1, Adam M. Smith authored at least 65 papers between 2008 and 2024.

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Bibliography

2024
Comprehensive and Instantly Responsive Player Assistance using Binary Decision Diagrams.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

2023
Automated Testing in Super Metroid with Abstraction-Guided Exploration.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Playable Quotes for Game Boy Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

DendryScope: Narrative Designer Support via Symbolic Analysis.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
WaveFunctionCollapse: Content Generation via Constraint Solving and Machine Learning.
IEEE Trans. Games, 2022

The Randomizer Community does Procedural Content Generation Research.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2021
Softlock Detection for Super Metroid with Computation Tree Logic.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Neurosymbolic Map Generation with VQ-VAE and WFC.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

A Genre-Specific Game Description Language for Game Boy RPGs.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Boosting Exploration of Low-Dimensional Game Spaces with Stale Human Demonstrations.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Content Reinjection for Super Metroid.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
A Diagnostic Taxonomy of Failure in Videogames.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Differentia: Visualizing Incremental Game Design Changes.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

SMES: Adapting Dexterity-based Games for Deliberative Play.
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

Teaching Game AI as an Undergraduate Course in Computational Media.
Proceedings of the Thirty-Fourth AAAI Conference on Artificial Intelligence, 2020

2019
Formalizing Visualization Design Knowledge as Constraints: Actionable and Extensible Models in Draco.
IEEE Trans. Vis. Comput. Graph., 2019

Retrieving videogame moments with natural language queries.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Addressing the fundamental tension of PCGML with discriminative learning.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Understanding user needs in videogame moment retrieval.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting.
Proceedings of the IEEE Conference on Games, 2019

Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration.
Proceedings of the IEEE Conference on Games, 2019

Taking the Scenic Route: Automatic Exploration for Videogames.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
Evolving mario levels in the latent space of a deep convolutional generative adversarial network.
Proceedings of the Genetic and Evolutionary Computation Conference, 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

Answer Set Programming in Proofdoku.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 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 Mag., 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

Open Problem: Reusable Gameplay Trace Samplers.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

Preface.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

2012
Mechanizing Exploratory Game Design.
PhD thesis, 2012

Constrained Videogame Content Generation with Answer Set Programming.
Tiny Trans. Comput. Sci., 2012

Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops.
AI Mag., 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. Intell. AI Games, 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

Two methods for voxel detail enhancement.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

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

2010
RoleModel: towards a formal model of dramatic roles for story generation.
Proceedings of the Intelligent Narrative Technologies III Workshop, 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
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


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