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Adam M. Smith 0001
Person information
- affiliation: University of California, Santa Cruz, Design Reasoning Lab, CA, USA
- affiliation: University of Washington, Center for Game Science, Seattle, WA, USA
Other persons with the same name
- Adam M. Smith 0002 — University of Pittsburgh, PA, USA (and 1 more)
2020 – today
- 2024
- [c59]Jediah Katz
, Bahar Bateni
, Adam M. Smith
:
You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG. FDG 2024: 16 - [c58]Ross Mawhorter
, Adam M. Smith
:
Comprehensive and Instantly Responsive Player Assistance using Binary Decision Diagrams. FDG 2024: 21 - [c57]Abdelrahman Madkour
, Ross Mawhorter
, Stacy Marsella
, Adam M. Smith
, Steven Holtzen
:
Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces. FDG 2024: 54 - [i5]Jediah Katz, Bahar Bateni, Adam M. Smith:
You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG. CoRR abs/2409.00837 (2024) - 2023
- [c56]Jasmine Otto, Autumn Chen, Adam M. Smith:
DendryScope: Narrative Designer Support via Symbolic Analysis. AIIDE 2023: 315-325 - [c55]Joël Franusic
, Kathleen Tuite
, Adam M. Smith:
Playable Quotes for Game Boy Games. FDG 2023: 14:1-14:11 - [c54]Bahar Bateni
, Isaac Karth
, Adam M. Smith:
Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC. FDG 2023: 20:1-20:11 - [c53]Ross Mawhorter
, Adam M. Smith
:
Automated Testing in Super Metroid with Abstraction-Guided Exploration. FDG 2023: 21:1-21:9 - 2022
- [j5]Isaac Karth
, Adam M. Smith
:
WaveFunctionCollapse: Content Generation via Constraint Solving and Machine Learning. IEEE Trans. Games 14(3): 364-376 (2022) - [c52]Ross Mawhorter, Peter A. Mawhorter, Adam M. Smith:
The Randomizer Community does Procedural Content Generation Research. FDG 2022: 68:1-68:3 - 2021
- [c51]Barrett R. Anderson, Adam M. Smith:
The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media. AAAI 2021: 3-11 - [c50]Ross Mawhorter, Batu Aytemiz, Isaac Karth, Adam M. Smith:
Content Reinjection for Super Metroid. AIIDE 2021: 172-178 - [c49]Kenneth Chang, Adam M. Smith:
Boosting Exploration of Low-Dimensional Game Spaces with Stale Human Demonstrations. CoG 2021: 1-4 - [c48]Tamara Duplantis, Isaac Karth
, Max Kreminski, Adam M. Smith, Michael Mateas:
A Genre-Specific Game Description Language for Game Boy RPGs. CoG 2021: 1-8 - [c47]Ross Mawhorter, Adam M. Smith:
Softlock Detection for Super Metroid with Computation Tree Logic. FDG 2021: 7:1-7:10 - [c46]Isaac Karth, Batu Aytemiz, Ross Mawhorter, Adam M. Smith:
Neurosymbolic Map Generation with VQ-VAE and WFC. FDG 2021: 43:1-43:6 - 2020
- [c45]Adam M. Smith, Daniel G. Shapiro:
Teaching Game AI as an Undergraduate Course in Computational Media. AAAI 2020: 13404-13411 - [c44]Batu Aytemiz, Hunter Lynch, Carl Erez, Adam M. Smith:
SMES: Adapting Dexterity-based Games for Deliberative Play. AIIDE Workshops 2020 - [c43]Batu Aytemiz, Xueer Shu, Eric Hu, Adam M. Smith:
Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity. AIIDE 2020: 17-23 - [c42]Kenneth Chang, Adam M. Smith:
Differentia: Visualizing Incremental Game Design Changes. AIIDE 2020: 175-181 - [c41]Batu Aytemiz, Adam M. Smith:
A Diagnostic Taxonomy of Failure in Videogames. FDG 2020: 18:1-18:11
2010 – 2019
- 2019
- [j4]Dominik Moritz
, Chenglong Wang, Greg L. Nelson
, Halden Lin, Adam M. Smith, Bill Howe, Jeffrey Heer:
Formalizing Visualization Design Knowledge as Constraints: Actionable and Extensible Models in Draco. IEEE Trans. Vis. Comput. Graph. 25(1): 438-448 (2019) - [c40]Zeping Zhan, Batu Aytemiz, Adam M. Smith:
Taking the Scenic Route: Automatic Exploration for Videogames. KEG@AAAI 2019: 26-34 - [c39]Kenneth Chang, Batu Aytemiz, Adam M. Smith:
Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration. CoG 2019: 1-8 - [c38]Oleksandra G. Keehl, Adam M. Smith:
Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting. CoG 2019: 1-8 - [c37]Barrett R. Anderson
, Adam M. Smith:
Understanding user needs in videogame moment retrieval. FDG 2019: 20:1-20:10 - [c36]Xiaoxuan Zhang, Adam M. Smith:
Retrieving videogame moments with natural language queries. FDG 2019: 74:1-74:7 - [c35]Isaac Karth
, Adam M. Smith:
Addressing the fundamental tension of PCGML with discriminative learning. FDG 2019: 89:1-89:9 - 2018
- [c34]Zeping Zhan, Adam M. Smith:
Retrieving Game States with Moment Vectors. AAAI Workshops 2018: 586-592 - [c33]Batu Aytemiz, Isaac Karth, Jesse Harder, Adam M. Smith, Jim Whitehead:
Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory. AIIDE 2018: 138-144 - [c32]Oleksandra G. Keehl, Adam M. Smith:
Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games. CIG 2018: 1-8 - [c31]Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith:
Crawling, indexing, and retrieving moments in videogames. FDG 2018: 16:1-16:10 - [c30]Vanessa Volz, Jacob Schrum, Jialin Liu
, Simon M. Lucas, Adam M. Smith, Sebastian Risi:
Evolving mario levels in the latent space of a deep convolutional generative adversarial network. GECCO 2018: 221-228 - [i4]Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam M. Smith, Sebastian Risi:
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network. CoRR abs/1805.00728 (2018) - [i3]Isaac Karth, Adam M. Smith:
Addressing the Fundamental Tension of PCGML with Discriminative Learning. CoRR abs/1809.04432 (2018) - [i2]Zeping Zhan, Batu Aytemiz, Adam M. Smith:
Taking the Scenic Route: Automatic Exploration for Videogames. CoRR abs/1812.03125 (2018) - 2017
- [c29]Adam M. Smith:
Answer Set Programming in Proofdoku. AIIDE Workshops 2017 - [c28]Mike Treanor, Nicholas Warren, Mason Reed, Adam M. Smith, Pablo Ortiz, Laurel Coney, Loren Sherman, Elizabeth Carré, Nadya Vivatvisha, D. Fox Harrell, Paola Mardo, Andrew Gordon, Joris Dormans, Barrie D. Robison, Spencer Gomez, Samantha Heck, Landon Wright, Terence Soule:
Playable Experiences at AIIDE 2017. AIIDE 2017: 308- - [c27]Isaac Karth
, Adam M. Smith:
WaveFunctionCollapse is constraint solving in the wild. FDG 2017: 68:1-68:10 - 2015
- [c26]Eric Butler, Erik Andersen, Adam M. Smith, Sumit Gulwani, Zoran Popovic:
Automatic Game Progression Design through Analysis of Solution Features. CHI 2015: 2407-2416 - [c25]Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook:
AI-based Games: Contrabot and What Did You Do? FDG 2015 - [c24]Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith:
AI-based Game Design Patterns. FDG 2015 - [c23]Oleksandr Polozov, Eleanor O'Rourke, Adam M. Smith, Luke Zettlemoyer, Sumit Gulwani, Zoran Popovic:
Personalized Mathematical Word Problem Generation. IJCAI 2015: 381-388 - 2014
- [j3]Antonios Liapis, Michael Cook, Adam M. Smith, Gillian Smith
, Alexander Zook, Mei Si
, Marc Cavazza, Philippe Pasquier
:
Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report. AI Mag. 35(2): 65-68 (2014) - 2013
- [c22]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Preface. AI in the Game Design Process @ AIIDE 2013 - [c21]Adam M. Smith:
Open Problem: Reusable Gameplay Trace Samplers. AI in the Game Design Process @ AIIDE 2013 - [c20]Adam M. Smith, Eric Butler, Zoran Popovic:
Quantifying over play: Constraining undesirable solutions in puzzle design. FDG 2013: 221-228 - [c19]Eric Butler, Adam M. Smith, Yun-En Liu, Zoran Popovic:
A mixed-initiative tool for designing level progressions in games. UIST 2013: 377-386 - [e1]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Artificial Intelligencein the Game Design Process 2, Papers from the 2013 AIIDE Workshop, Palo Alto, California, USA, October 15, 2013. AAAI Technical Report WS-13-20, AAAI 2013 [contents] - 2012
- [b1]Adam M. Smith:
Mechanizing Exploratory Game Design. University of California, Santa Cruz, USA, 2012 - [j2]David K. Elson, Jonathan P. Rowe
, Adam M. Smith, Gillian Smith
, Emmett Tomai:
Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops. AI Mag. 33(1): 55-56 (2012) - [c18]Kate Compton, Adam M. Smith, Michael Mateas:
Anza Island: Novel Gameplay Using ASP. PCG@FDG 2012: 13:1-13:4 - [c17]Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic:
A case study of expressively constrainable level design automation tools for a puzzle game. FDG 2012: 156-163 - [c16]Adam M. Smith:
Strange Loops in CFML: a Livecoder's Riddle. ICMC 2012 - [i1]Adam M. Smith:
Constrained Videogame Content Generation with Answer Set Programming. Adv. Math. Commun. 1 (2012) - 2011
- [j1]Adam M. Smith, Michael Mateas:
Answer Set Programming for Procedural Content Generation: A Design Space Approach. IEEE Trans. Comput. Intell. AI Games 3(3): 187-200 (2011) - [c15]Adam M. Smith, Michael Mateas:
Computational Caricatures: Probing the Game Design Process with AI. IDP@AIIDE 2011 - [c14]Adam M. Smith:
Two methods for voxel detail enhancement. PCGames@FDG 2011: 6:1-6:4 - [c13]Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan:
An inclusive view of player modeling. FDG 2011: 301-303 - [c12]Adam M. Smith, Michael Mateas:
Knowledge-level Creativity in Game Design. ICCC 2011: 16-21 - [c11]Adam M. Smith, Michael Mateas:
Towards Knowledge-Oriented Creativity Support in Game Design. ICCC 2011: 129-131 - 2010
- [c10]Adam M. Smith, Mark J. Nelson
, Michael Mateas:
LUDOCORE: A logical game engine for modeling videogames. CIG 2010: 91-98 - [c9]Adam M. Smith, Michael Mateas:
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. CIG 2010: 273-280 - [c8]Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic:
Reconstructing the world in 3D: bringing games with a purpose outdoors. FDG 2010: 232-239 - [c7]Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic:
Reconstructing the world in 3D: bringing games with a purpose outdoors. HCOMP@KDD 2010: 41-44 - [c6]Sherol Chen, Adam M. Smith, Arnav Jhala
, Noah Wardrip-Fruin
, Michael Mateas:
RoleModel: towards a formal model of dramatic roles for story generation. FDG 2010: 17:1-17:8
2000 – 2009
- 2009
- [c5]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Computational Support for Play Testing Game Sketches. AIIDE 2009 - [c4]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Prototyping Games with BIPED. AIIDE 2009 - 2008
- [c3]Adam M. Smith, Mario Romero, Zachary Pousman, Michael Mateas:
Tableau Machine: A Creative Alien Presence. AAAI Spring Symposium: Creative Intelligent Systems 2008: 82-89 - [c2]Adam M. Smith, Manfred K. Warmuth:
Learning Rotations. COLT 2008: 517 - [c1]Zachary Pousman, Mario Romero
, Adam M. Smith, Michael Mateas:
Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. UbiComp 2008: 370-379
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