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Gillian Smith
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Cited by
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Analyzing the expressive range of a level generator
G Smith, J Whitehead
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 1-7, 2010
2702010
Tanagra: A mixed-initiative level design tool
G Smith, J Whitehead, M Mateas
Proceedings of the Fifth International Conference on the Foundations of …, 2010
2322010
Tanagra: Reactive planning and constraint solving for mixed-initiative level design
G Smith, J Whitehead, M Mateas
IEEE Transactions on Computational Intelligence and AI in Games 3 (3), 201-215, 2011
2172011
The 2010 Mario AI championship: Level generation track
N Shaker, J Togelius, GN Yannakakis, B Weber, T Shimizu, T Hashiyama, ...
IEEE Transactions on Computational Intelligence and AI in Games 3 (4), 332-347, 2011
1922011
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural Content Generation in Games, 195-214, 2016
1902016
Rhythm-based level generation for 2d platformers
G Smith, M Treanor, J Whitehead, M Mateas
Proceedings of the 4th International Conference on Foundations of Digital …, 2009
1832009
Friend, collaborator, student, manager: How design of an ai-driven game level editor affects creators
M Guzdial, N Liao, J Chen, SY Chen, S Shah, V Shah, J Reno, G Smith, ...
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems …, 2019
1732019
Polymorph: dynamic difficulty adjustment through level generation
M Jennings-Teats, G Smith, N Wardrip-Fruin
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 1-4, 2010
1532010
Launchpad: A rhythm-based level generator for 2-d platformers
G Smith, J Whitehead, M Mateas, M Treanor, J March, M Cha
IEEE Transactions on computational intelligence and AI in games 3 (1), 1-16, 2011
1372011
A framework for analysis of 2D platformer levels
G Smith, M Cha, J Whitehead
Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, 75-80, 2008
1362008
Mixed-Initiative Creative Interfaces
S Deterding, J Hook, R Fiebrink, M Gillies, J Gow, M Akten, G Smith, ...
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors …, 2017
1192017
Understanding procedural content generation: a design-centric analysis of the role of PCG in games
G Smith
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems …, 2014
992014
An inclusive view of player modeling
AM Smith, C Lewis, K Hullett, G Smith, A Sullivan
Proceedings of the 6th International Conference on Foundations of Digital …, 2011
982011
A comparative evaluation of procedural level generators in the mario ai framework
B Horn, S Dahlskog, N Shaker, G Smith, J Togelius
Foundations of Digital Games 2014, 2014
912014
AI-Based Game Design Patterns
M Treanor, A Zook, MP Eladhari, J Togelius, G Smith, M Cook, ...
84*
An Analog History of Procedural Content Generation
G Smith
Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG …, 2015
812015
Is My Game OK Dr. Scratch? Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM
GM Troiano, S Snodgrass, E Argımak, G Robles, G Smith, M Cassidy, ...
Proceedings of the 18th ACM International Conference on Interaction Design …, 2019
762019
Situating quests: Design patterns for quest and level design in role-playing games
G Smith, R Anderson, B Kopleck, Z Lindblad, L Scott, A Wardell, ...
Interactive Storytelling: Fourth International Conference on Interactive …, 2011
762011
An inclusive taxonomy of player modeling
AM Smith, C Lewis, K Hullett, G Smith, A Sullivan
University of California, Santa Cruz, Tech. Rep. UCSC-SOE-11-13, 2011
752011
Polymorph: A model for dynamic level generation
M Jennings-Teats, G Smith, N Wardrip-Fruin
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010
682010
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Articles 1–20