A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework

Julian Togelius , Steve Dahlskog , Noor Shaker , Britton Horn
foundations of digital games 1 -8

30
2014
Polymorph: a model for dynamic level generation

Noah Wardrip-Fruin , Martin Jennings-Teats , Gillian Smith
national conference on artificial intelligence 138 -143

27
2010
Towards a Procedural Evaluation Technique: Metrics for Level Design.

Alessandro Canossa , Gillian Smith
foundations of digital games

7
2015
An Analog History of Procedural Content Generation.

Gillian Smith
foundations of digital games

14
2015
Formalizing Non-Formalism: Breaking the Rules of Automated Game Design.

Michael Cook , Gillian Smith
foundations of digital games

3
2015
Generative Design for Textiles: Opportunities and Challenges for Entertainment AI.

Gillian Smith
artificial intelligence and interactive digital entertainment conference 115 -121

7
2017
A Design Pattern Approach for Multi-Game Level Generation.

Gillian Smith , Spencer Beaupre , Thomas Wiles , Sean Briggs
artificial intelligence and interactive digital entertainment conference 145 -151

8
2018
Exploratory Automated Analysis of Structural Features of Interactive Narrative.

Sam Snodgrass , Casper Harteveld , Magy Seif El-Nasr , Elín Carstensdóttir
artificial intelligence and interactive digital entertainment conference 88 -94

19
2018
A Monte Carlo Approach to Skill-Based Automated Playtesting.

Seth Cooper , Britton Horn , Gillian Smith , Josh Aaron Miller
artificial intelligence and interactive digital entertainment conference 2018 166 -172

1
2018
User Support Systems: Lessons Learned from Implementing Multiple Interaction Methods During Testing

Steven Sutherland , Dylan Gerard Michel Schouten , Tyler Duke , Gillian Smith
Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64 ( 1) 2070 -2074

2020
Danesh: Interactive Tools For Understanding Procedural Content Generators

Simon Colton , Jeremy Gow , Michael Cook , Gillian Smith
IEEE Transactions on Games 1 -1

2021
Towards Automatically Abridging Game Levels.

Gillian Smith , Varun Bhat
AIIDE Workshops

2020
What Do Students Learn About Experimental Research by Designing Interactive Fiction Games

Camillia Matuk , Steven C. Sutherland , Dylan G. M. Schouten , Gillian Smith
ICLS

2020
Towards a Critical Technical Practice of Narrative Intelligence.

Chris Martens , Gillian Smith
AIIDE Workshops

2020
PCG-based game design: creating Endless Web

Gillian Smith , Alexei Othenin-Girard , Jim Whitehead , Noah Wardrip-Fruin
foundations of digital games 188 -195

33
2012
Designing craft games

Anne Sullivan , Gillian Smith
Interactions 24 ( 1) 38 -41

7
2016
Mixed-Initiative Creative Interfaces

Sebastian Deterding , Jonathan Hook , Rebecca Fiebrink , Marco Gillies
human factors in computing systems 628 -635

19
2017
Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEM

Giovanni Maria Troiano , Sam Snodgrass , Erinç Argımak , Gregorio Robles
interaction design and children 208 -219

44
2019
Opening the Black Box of Play: Strategy Analysis of an Educational Game

Gillian Smith , Casper Harteveld , Britton Horn , Amy K. Hoover
annual symposium on computer-human interaction in play 142 -153

16
2016
Design Insights into the Creation and Evaluation of a Computer Science Educational Game

Britton Horn , Christopher Clark , Oskar Strom , Hilery Chao
technical symposium on computer science education 576 -581

11
2016