Adam Summerville

Orcid: 0000-0003-1747-0861

According to our database1, Adam Summerville authored at least 35 papers between 2015 and 2024.

Collaborative distances:

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

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

2023
Moirai: Enabling Complex Narrative Structure in Simulation-Driven Stories.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

2021
A Quantified Analysis of Bad News for Story Sifting Interfaces.
Proceedings of the Interactive Storytelling, 2021

Casual Creator Cursed Problems or: How I Learned to Start Worrying And Love Designers.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

MappyLand: Fast, Accurate Mapping for Console Games.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

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

Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
From Mechanics to Meaning.
IEEE Trans. Games, 2019

Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Cooperation and Codenames: Understanding Natural Language Processing via Codenames.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019


2018
Learning from Games for Generative Purposes.
PhD thesis, 2018

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

Gemini: Bidirectional Generation and Analysis of Games via ASP.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Towards Inductive Logic Programming for Game Analysis: Leda.
Proceedings of the Workshops of the The Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Off The Beaten Lane: AI Challenges In MOBAs Beyond Player Control.
CoRR, 2017

CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Mechanics automatically recognized via interactive observation: jumping.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

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

Automatic mapping of NES games with mappy.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Automated game design learning.
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

Towards General RPG Playing.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

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

CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics.
CoRR, 2016

Translating Player Dialogue into Meaning Representations Using LSTMs.
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

Bad News: An Experiment in Computationally Assisted Performance.
Proceedings of the Interactive Storytelling, 2016

Super Mario as a String: Platformer Level Generation Via LSTMs.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Bad News: A Game of Death and Communication.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Playable Experiences at AIIDE 2016.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015


  Loading...