Publications
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"Playing with words: from intuition to evaluation of game dialogue interfaces",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 179–186, 2010.
"Introduction to design ethnography",
CHI ’97: CHI ’97 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 166–167, 1997.
"User requirements analysis for the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 326, 1996.
"Revive!: reactions to migration between different embodiments when playing with robotic pets",
Proceedings of the 11th International Conference on Interaction Design and Children: ACM, pp. 88–97, 2012.
Download: 35-FINAL.pdf (443.73 KB)
"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Reducing Features to Improve Bug Prediction.",
24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009), Auckland, New Zealand, Nov. 16-20, 2009.
Download: shivaji-ase09-short.pdf (109 KB)
"Towards adaptive programming: integrating reinforcement learning into a programming language",
OOPSLA ’08: Proceedings of the 23rd ACM SIGPLAN conference on Object-oriented programming systems languages and applications, New York, NY, USA, ACM, pp. 603–614, 2008.
"Empirical Evaluation of a Reinforcement Learning Spoken Dialogue System",
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence: AAAI Press, pp. 645–651, 2000.
"Optimizing dialogue management with reinforcement learning: experiments with the NJFun system",
J. Artif. Int. Res., vol. 16, no. 1, USA, AI Access Foundation, pp. 105–133, 2002.
"Reinforcement Learning for Spoken Dialogue Systems",
Proceedings of NIPS*99, 1999.
"Facial type, expression, and viseme generation",
SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, ACM, pp. 34, 2007.
"Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: Skorupski_DAC09_WideRuledLessonsLearned.pdf (526.94 KB)
"Storyboard Authoring of Plan-based Interactive Dramas",
Foundations of Digital Games Doctoral Consortium, 2009.
Download: Skorupski-FDG09-dcproposal-storyboardauthoring.pdf (1.36 MB)
"Wide ruled: a friendly interface to author-goal based story generation",
ICVS’07: Proceedings of the 4th international conference on Virtual storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 26–37, 2007.
Download: skorupski_icvs2007_wideruled.pdf (5.25 MB)
"Novice-friendly Authoring of Plan-based Interactive Storyboards",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.
Download: SkorupskiMateas_AIIDE2010_final.pdf (931.08 KB)
"Requirements for distributed authoring and versioning on the World Wide Web",
StandardView, vol. 5, no. 1, New York, NY, USA, ACM, pp. 17–24, 1997.
"Rhythm-based level generation for 2D platformers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 175–182, 2009.
Download: smith-fdg-09.pdf (161.11 KB)
"PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation.",
Second International Workshop on Procedural Content Generation in Games (PCGames 2011), Bordeaux, France, June 28, 2011.
"Computational Support for Play Testing Game Sketches",
Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009.
Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
"A framework for analysis of 2D platformer levels",
Sandbox ’08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, New York, NY, USA, ACM, pp. 75–80, 2008.
Download: smith-sandbox-08.pdf (772.78 KB)
"Towards Knowledge-Oriented Creativity Support in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
Download: iccc11-pattern_language.pdf (506.77 KB)
"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig20_vf.pdf (690 KB)
"Answer Set Programming for Procedural Content Generation: A Design Space Approach",
Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, no. 3, pp. 187–200, 2011.
Download: tciaig-asp4pcg.pdf (634.14 KB)
Transient Rendering,
: UCSC-SOE-08-26, 2008.
Download: ucsc-soe-08-26.pdf (115.42 KB)
"Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.",
IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol. 3, issue 3, 09/2011.
Download: smith-tanagra-tciaig.pdf (1.69 MB)
"Learning Rotations",
Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008.
Download: ucsc-soe-10-08.pdf (185.25 KB)
"Ludocore: A Logical Game Engine For Modeling Videogames",
Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.
Download: ieeecig10_ludocore.pdf (291.81 KB)
"An Inclusive View of Player Modeling",
Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.
Download: amsmith-fdg11.pdf (994.37 KB)
"The five year evolution of a game programming course",
Proceedings of the 43rd ACM technical symposium on Computer Science Education: ACM, pp. 87–92, 2012.
"Computational Support for Play Testing Game Sketches",
Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009.
Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
"Tanagra: a mixed-initiative level design tool",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 209–216, 2010.
Download: smith-tanagra-fdg10.pdf (1.02 MB)
"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
Download: smith-fdg12.pdf (1000.03 KB)
"Tableau Machine: A Creative Alien Presence",
AAAI Spring Symposium on Creative Intelligent Systems, March, 2008.
Download: SS08-03-013.pdf (306.82 KB)
"An Inclusive View of Player Modeling",
6th International Conference on Foundations of Digital Games, Bordeaux, France, 07/2011.
Download: pm_short.pdf (994.37 KB)
"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.
Download: ieeecig20_vf.pdf (690 KB)
"Analyzing the expressive range of a level generator",
PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–7, 2010.
Download: smith-expressiverange-fdgpcg10.pdf (901.23 KB)
"Knowledge-Level Creativity in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
Download: iccc11-rational_curiosity.pdf (632.44 KB)
"Ludocore: A Logical Game Engine for Modeling Videogames",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig10_ludocore.pdf (291.81 KB)
"A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game",
Foundations of Digital Games 2012, Raleigh, NC, 2012.
Download: fdg2012generation.pdf (1.3 MB)
Learning Rotations Online,
: UCSC-SOE-10-08, 2010.
Download: ucsc-soe-10-08.pdf (185.25 KB)
"User-Tailored Generation for Spoken Dialogue: An Experiment",
ICSLP, 2002.
"Trainable sentence planning for complex information presentation in spoken dialog systems",
ACL ’04: Proceedings of the 42nd Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 79, 2004.
"Embracing the Combinatorial Explosion: A Brief Prescription for Interactive Story R&D",
ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 1–5, 2008.
"Virtual petz (video session): a hybrid approach to creating autonomous, lifelike dogz and catz",
AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 334–335, 1998.
"Generative conversation tool for game writers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 183–190, 2009.
"Talking with NPCs: Towards dynamic generation of discourse structures",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, October, 2008.
Download: Strong_Mateas_-_AIIDE08.pdf (176.09 KB)
"Understanding bug fix patterns in verilog",
MSR ’08: Proceedings of the 2008 international working conference on Mining software repositories, New York, NY, USA, ACM, pp. 39–42, 2008.
"Extending CRPGs as an Interactive Storytelling Form",
Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, November, 2011.
Download: final65.pdf (310.51 KB)
"The design of Mismanor: creating a playable quest-based story game",
Proceedings of the International Conference on the Foundations of Digital Games: ACM, pp. 180–187, 2012.
"Gender-inclusive quest design in massively multiplayer online role-playing games",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 354–356, 2009.
Download: sullivan-fdg09-dc-cr2.pdf (74.16 KB)
"QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: 0011_sullivan.pdf (1.43 MB)
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, vol. 17, no. 2, pp. 140–152, 2011.
Download: LEA_02_1410_10.pdf (789.88 KB)
"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, 2011.
"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium, 2009.
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 KB)
"Integrating Drama Management into an Adventure Game",
Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment: AAAI Press, 2008.
Download: aiide.2008.demo_.A92.pdf (25.69 KB)
The Grail Framework: Making stories playable on three levels in CRPGS,
: UNIVERSITY OF CALIFORNIA, 2012.

