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Travelled to:
1 × South Korea
2 × USA
Collaborated with:
M.Mateas Isaac Karth M.J.Nelson Oleksandra Keehl Z.Popovic G.M.Kapfhammer Xiaoxuan Zhang E.Butler Batu Aytemiz Barrett R. Anderson E.Andersen Kenneth Chang J.Geiger M.L.Soffa Chris Lewis 0002 Kenneth Hullet Anne Sullivan Zeping Zhan Misha Holtz Michael Cook 0001 G.Smith Tommy Thompson Julian Togelius A.Zook S.Gulwani K.Tuite N.Snavely D.Hsiao Jesse Harder J.Whitehead Mike Treanor Mirjam Eladhari Mirjam P. Eladhari B.Magerko J.Levine Nicholas Warren Mason Reed Pablo Ortiz Laurel Coney Loren Sherman Elizabeth Carré Nadya Vivatvisha D. Fox Harrell Paola Mardo Andrew Gordon Joris Dormans Barrie D. Robison Spencer Gomez Samantha Heck Landon Wright Terence Soule
Talks about:
game (10) design (5) videogam (4) test (4) base (4) retriev (3) moment (3) framework (2) constrain (2) playtest (2)

Person: Adam M. Smith

DBLP DBLP: Smith:Adam_M=

Contributed to:

CHI 20152015
SAC 20092009
ASE 20072007
AIIDE 20092009
CIG 20102010
FDG 20102010
FDG 20112011
FDG 20122012
FDG 20132013
FDG 20152015
AIIDE 20172017
FDG 20172017
AIIDE 20182018
CIG 20182018
FDG 20182018
FDG 20192019
CoG 20192019

Wrote 23 papers:

CHI-2015-ButlerASGP #analysis #automation #design #game studies
Automatic Game Progression Design through Analysis of Solution Features (EB, EA, AMS, SG, ZP), pp. 2407–2416.
SAC-2009-SmithK #empirical #reduction #testing
An empirical study of incorporating cost into test suite reduction and prioritization (AMS, GMK), pp. 461–467.
ASE-2007-SmithGKS #reduction #testing
Test suite reduction and prioritization with call trees (AMS, JG, GMK, MLS), pp. 539–540.
AIIDE-2009-SmithNM #game studies #sketching #testing
Computational Support for Play Testing Game Sketches (AMS, MJN, MM).
AIIDE-2009-SmithNM09a #game studies #prototype
Prototyping Games with BIPED (AMS, MJN, MM).
CIG-2010-SmithM #design #generative
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games (AMS, MM), pp. 273–280.
CIG-2010-SmithNM #game studies #logic #modelling #named
LUDOCORE: A logical game engine for modeling videogames (AMS, MJN, MM), pp. 91–98.
FDG-2010-TuiteSHSP #3d #game studies
Reconstructing the world in 3D: bringing games with a purpose outdoors (KT, NS, DYH, AMS, ZP), pp. 232–239.
FDG-2011-SmithLHS #modelling
An inclusive view of player modeling (AMS, CL0, KH, AS), pp. 301–303.
FDG-2012-SmithAMP #automation #case study #design #game studies #tool support
A case study of expressively constrainable level design automation tools for a puzzle game (AMS, EA, MM, ZP), pp. 156–163.
FDG-2013-SmithBP #design #game studies
Quantifying over play: Constraining undesirable solutions in puzzle design (AMS, EB, ZP), pp. 221–228.
FDG-2015-CookESSTTZ #game studies #question #what
AI-based Games: Contrabot and What Did You Do? (MC0, ME, AMS, GS, TT, JT, AZ).
FDG-2015-TreanorZETSCTML #design pattern #game studies
AI-based Game Design Patterns (MT, AZ, MPE, JT, GS, MC0, TT, BM, JL, AMS).
AIIDE-2017-TreanorWRSOCSCV #case study #experience
Playable Experiences at AIIDE 2017 (MT, NW, MR, AMS, PO, LC, LS, EC, NV, DFH, PM, AG, JD, BDR, SG, SH, LW, TS), p. 308–?.
FDG-2017-KarthS #constraints #theorem proving
WaveFunctionCollapse is constraint solving in the wild (IK, AMS), p. 10.
AIIDE-2018-AytemizKHSW #framework #named
Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory (BA, IK, JH, AMS, JW), pp. 138–144.
CIG-2018-KeehlS #framework #game studies
Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games (OK, AMS), pp. 1–8.
FDG-2018-ZhangZHS #crawling #game studies
Crawling, indexing, and retrieving moments in videogames (XZ, ZZ, MH, AMS), p. 10.
FDG-2019-AndersonS #comprehension #game studies #retrieval
Understanding user needs in videogame moment retrieval (BRA, AMS), p. 10.
FDG-2019-KarthS #learning
Addressing the fundamental tension of PCGML with discriminative learning (IK, AMS), p. 9.
FDG-2019-ZhangS #game studies #natural language #query
Retrieving videogame moments with natural language queries (XZ, AMS), p. 7.
CoG-2019-ChangAS #assurance #automation #named #quality #testing #using
Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration (KC, BA, AMS), pp. 1–8.
CoG-2019-KeehlS #learning
Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting (OK, AMS), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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