Publications

Filters: Author is Smith, Gillian  [Clear All Filters]
Journal Article
Smith, G., J. Whitehead, and M. Mateas, "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)
Conference Proceedings
Smith, G., A. Othenin-Girard, J. Whitehead, and N. Wardrip-Fruin, "PCG-Based Game Design: Creating Endless Web", Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.  Download: smith-fdg12.pdf (1000.03 KB)
Smith, G., E. Gan, A. Othenin-Girard, and J. Whitehead, "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.
Conference Paper
Smith, G., and J. Whitehead, "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)
Smith, G., and A. Sullivan, "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.
Smith, G., M. Cha, and J. Whitehead, "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)
Smith, A. M., C. Lewis, K. Hullett, G. Smith, and A. Sullivan, "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)
Smith, A. M., C. Lewis, K. Hullett, G. Smith, and A. Sullivan, "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)
Sullivan, A., and G. Smith, "Lessons in Teaching Game Design", Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.  Download: cosmospapercameraready.pdf (161.07 KB)
Jennings-Teats, M., G. Smith, and N. Wardrip-Fruin, "Polymorph: dynamic difficulty adjustment through level generation", PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–4, 2010.  Download: jenningsteats-fdgpcg10.pdf (120.36 KB)
Smith, G., M. Treanor, J. Whitehead, and M. Mateas, "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)
Smith, G., J. Whitehead, and M. Mateas, "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)
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