Year Venue Title Authors
2020 AIIDE Your Buddy, The Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity Batu Aytemiz, Xueer Shu, Eric Hu, Adam M. Smith
2020 AIIDE Differentia: Visualizing Incremental Design Changes Kenneth Chang, Adam M. Smith
2020 EAAI Teaching Game AI as an Undergraduate Course in Computational Media Adam M. Smith, Daniel Shapiro
2019 GAMNLP Retrieving Videogame Moments with Natural Language Queries Xiaoxuan Zhang, Adam M. Smith
2019 PCG Addressing the Fundamental Tension of PCGML with Disciminative Learning Isaac Karth, Adam M. Smith
2019 COG Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration Kenneth Chang, Batu Aytemiz, Adam M. Smith
2019 COG Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting Oleksandra Keehl, Adam M. Smith
2019 FDG Understanding User Needs in Videogame Moment Retrieval Barrett R. Anderson, Adam M. Smith
2019 KEG Taking the Scenic Route: Automatic Exploration for Videogames Zeping Zhan, Batu Aytemiz, Adam M. Smith
2018 FDG Crawling, Indexing, and Retrieving Moments in Videogames Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith
2018 InfoViz Formalizing Visualization Design Knowledge as Constraints: Actional and Extensible Models in Draco (Best paper award) Dominik Moritz, Chenglong Wang, Greg L. Nelson, Halden Lin, Adam M. Smith, Bill Howe, Jeffrey Heer
2018 CIG Monster Carlo: an MCTS-based Framework for Machine Playtesting Unity Games Oleksandra Keehl, Adam M. Smith
2018 GECCO Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network (Best paper award in Digital Entertainment Technologies and Arts track) Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam M. Smith, Sebastian Risi
2018 KEG Retrieving Game States with Moment Vectors Zeping Zhan, Adam M. Smith
2018 AIIDE Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory Batu Aytemiz, Isaac Karth, Jesse Harder, Adam M Smith, Jim Whitehead
2018 DiGRA Preliminary Poetics of Procedural Generation in Games Isaac Karth
2017 Dagstuhl Game Search Space Design and Representation Dan Ashlock, Cameron Browne, Simon Colton, Amy K. Hoover, Jialin Liu, Simon M. Lucas, Mark J. Nelson, Diego Perez Liebana, Sebastian Risi, Jacob Schrum, Adam M. Smith, Julian Togelius, and Vanessa Volz
2017 Dagstuhl Some Industry Interests in AI-driven Game Design Peter I. Cowling, Sander C.J. Bakkes, Pier Luca Lanzi, Adam M. Smith, Pieter Spronck, and Shoshannah Tekofsky
2017 Dagstuhl AI as Reflective Practice Gillian Smith, Mirjam P. Eladhari, Matthew J. Guzdial, Emily Short, Adam M. Smith, Anne Sullivan, Tommy Thompson, and R. Michael Young
2017 EXAG Answer Set Programming in Proofdoku Adam M. Smith
2017 PCG WaveFunctionCollapse is Constraint Solving in the Wild Isaac Karth, Adam M. Smith
2017 AIIDE Playable Experiences at AIIDE 2017 Mike Treanor, Nicholas Warren, Mason Reed, Adam M. Smith, Pablo Ortiz, Laurel Carney, Loren Sherman, Elizabeth Carré, Nadya Vivatvisha, D. Fox Harrel, Paola Mardo, Andrew Gordon, Joris Dormans, Barrie Robison, Spencer Gomez, Samantha Heck, Landon Wright, Terence Soule
2015 IJCAI Personalized Mathematical Word Problem Generation Oleksander Polozov, Eleanor O’Rourke, Adam M. Smith, Luke Zettlemoyer, Sumit Gulwani, Zoran Popović
2015 FDG AI-Based Game Design Patterns Mike Treanor, Alex Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith
2015 CHI Automatic Game Progression Design through Analysis of Solution Features Eric Butler, Erik Andersen, Adam M. Smith, Sumit Gulwani, Zoran Popović
2015 Dagstuhl ASP versus EAs: What Are We Really Searching for in PCG? Adam M. Smith
2015 Dagstuhl MCTS for PCG Adam M. Smith
2014 EwV Ergodic agency: How play manifests understanding Isaac Karth
2013 UIST A Mixed-Initiative Tool for Designing Level Progressions in Games Eric Butler, Adam M. Smith, Zoran Popović
2013 FDG Quantifying over Play: Constraining Undesirable Solutions in Puzzle Design Adam M. Smith, Eric Butler, Zoran Popović
2013 IDP Open Problem: Reusable Gameplay Trace Samplers Adam M. Smith
2012 FDG A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popović
2012 ICMC Strange Loops in cfml, A Livecoder’s Riddle Adam M. Smith
2012 HCIDE Emergent Remix Culture in an Anonymous Collaborative Art System Kathleen Tuite, Adam M. Smith
2012 PCG Anza Island: Novel Gameplay Using ASP Kate Compton, Adam M. Smith, Jim Whitehead
2011 TCIAIG Answer Set Programming for Procedural Content Generation: A Design Space Approach Adam M. Smith, Michael Mateas
2011 ICCC Knowledge-Level Creativity in Game Design Adam M. Smith, Michael Mateas
2011 ICCC Towards Knowledge-Oriented Creativity Support in Game Design Adam M. Smith, Michael Mateas
2011 IDP Computational Caricatures: Probing the Game Design Process with AI Adam M. Smith, Michael Mateas
2011 PCG Two Methods for Voxel Detail Enhancement Adam M. Smith
2011 UCSC An Inclusive Taxonomy of Player Modeling (UCSC-SOE-11-13) Adam M. Smith, Chris Lewis, Kenneth Hullet, Gillian Smith, Anne Sullivan
2011 FDG An Inclusive View of Player Modeling Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan
2010 CIG Ludocore: A Logical Game Engine For Modeling Videogames Adam M. Smith, Mark J. Nelson, Michael Mateas
2010 CIG Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games Adam M. Smith, Michael Mateas
2010 FDG Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popović
2010 INT RoleModel: Towards a Formal Model of Dramatic Roles for Story Generation Sherol Chen, Adam M. Smith, Michael Mateas, Noah Wardrip-Fruin, Arnav Jhala
2009 AIIDE Computational Support for Play Testing Game Sketches Adam M. Smith, Mark J. Nelson, Michael Mateas
2009 FDG Variations Forever: A Game of Exploring Game Design Spaces Adam M. Smith, Michael Mateas
2009 AIIDE Prototyping Games with BIPED Adam M. Smith, Mark J. Nelson, Michael Mateas

Typical venues

Venue Name
AIIDE AAAI Conference on Arificial Intelligence in Interactive Digital Entertainment
CHI ACM Conference on Human Factors in Computing Systems
CIG IEEE Conference on Computational Intelligence in Games
COG IEEE Conference on Games
Dagstuhl Dagstuhl Seminar Series
DiGRA Digital Games Research Conference
EAAI Symposium on Educational Advances in Artificial Intelligence
EwV Engaging with Videogames: Play, Theory and Practice
EXAG Experimental AI in Games Workshop (at AIIDE)
FDG Foundations of Digital Games
GECCO Genetic and Evolutionary Computation Conference
GAMNLP Games and Natural Language Processing Workshop
HCIDE Human Computation in Interactive Digital Entertainment Workshop (at AIIDE)
ICCC International Conference on Computational Creativity
ICMC International Computer Music Conference
IDP Artificial Intelligence in the Game Design Process Workshop (at AIIDE)
IJCAI International Joint Conference on Artificial Intelligence
InfoViz IEEE Visualization Conference
INT Intelligence Narrative Technologies Workshop (at AIIDE)
KEG Knowledge Extraction from Games Workshop (at AIIDE)
PCG Procedural Content Generation Workshop (at FDG)
TCIAIG IEEE Transactions on Computational Intelligence and AI in Game
UCSC Technical Reports from UC Santa Cruz
UIST ACM Symposium on User Interface Software and Technology