Gillian Smith
Title
Cited by
Cited by
Year
Tanagra: A mixed-initiative level design tool
G Smith, J Whitehead, M Mateas
Proceedings of the Fifth International Conference on the Foundations of …, 2010
1542010
Analyzing the expressive range of a level generator
G Smith, J Whitehead
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 4, 2010
1542010
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
1522011
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
1432009
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
1422011
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
1032011
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, 11, 2010
982010
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
902008
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
752011
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
572014
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
532011
Polymorph: A model for dynamic level generation
M Jennings-Teats, G Smith, N Wardrip-Fruin
Sixth Artificial Intelligence and Interactive Digital Entertainment Conference, 2010
512010
PCG-based game design: creating Endless Web
G Smith, A Othenin-Girard, J Whitehead, N Wardrip-Fruin
Proceedings of the International Conference on the Foundations of Digital …, 2012
482012
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, ...
International Conference on Interactive Digital Storytelling, 326-329, 2011
472011
Understanding procedural content generation: a design-centric analysis of the role of PCG in games
G Smith
Proceedings of the 32nd annual ACM conference on Human factors in computing …, 2014
422014
PCG-based game design: enabling new play experiences through procedural content generation
G Smith, E Gan, A Othenin-Girard, J Whitehead
Proceedings of the 2nd International Workshop on Procedural Content …, 2011
402011
AI-Based Game Design Patterns
M Treanor, A Zook, MP Eladhari, J Togelius, G Smith, M Cook, ...
36*
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural Content Generation in Games, 195-214, 2016
312016
AI-Based game design: Enabling new playable experiences
MP Eladhari, A Sullivan, G Smith, J McCoy
UC Santa Cruz Baskin School of Engineering, Santa Cruz, CA, 2011
292011
A design-focused analysis of games teaching computer science
C Harteveld, G Smith, G Carmichael, E Gee, C Stewart-Gardiner
Proceedings of Games+ Learning+ Society 10, 2014
222014
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Articles 1–20