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 | 257 | 2010 |
Tanagra: A mixed-initiative level design tool G Smith, J Whitehead, M Mateas Proceedings of the Fifth International Conference on the Foundations of …, 2010 | 226 | 2010 |
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 | 204 | 2011 |
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 | 190 | 2011 |
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 | 178 | 2009 |
Mixed-initiative content creation A Liapis, G Smith, N Shaker Procedural Content Generation in Games, 195-214, 2016 | 175 | 2016 |
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 | 150 | 2010 |
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 | 147 | 2019 |
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 | 133 | 2011 |
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 | 132 | 2008 |
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 | 96 | 2011 |
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 | 95 | 2017 |
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 | 87 | 2014 |
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 | 85 | 2014 |
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 | 74 | 2011 |
An Analog History of Procedural Content Generation G Smith Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG …, 2015 | 73 | 2015 |
AI-Based Game Design Patterns M Treanor, A Zook, MP Eladhari, J Togelius, G Smith, M Cook, ... | 73* | |
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 | 71 | 2011 |
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 | 65 | 2010 |
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 | 63 | 2012 |