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Gillian Smith
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Cited by
Year
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
2502010
Tanagra: A mixed-initiative level design tool
G Smith, J Whitehead, M Mateas
Proceedings of the Fifth International Conference on the Foundations of …, 2010
2242010
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
2022011
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
1862011
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
1772009
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural Content Generation in Games, 195-214, 2016
1682016
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
1472010
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
1342019
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
1302011
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
1292008
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
932011
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
892017
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
852014
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
832014
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
712011
AI-Based Game Design Patterns
M Treanor, A Zook, MP Eladhari, J Togelius, G Smith, M Cook, ...
70*
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
682011
An Analog History of Procedural Content Generation
G Smith
Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG …, 2015
672015
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
652010
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
622012
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