Publications
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"An integrated agent for playing real-time strategy games",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 1313–1318, 2008.
Download: AAAI08Mccoy.pdf (199.38 KB)
"Conceptual Neighborhoods for Retrieval in Case-Based Reasoning",
ICCBR ’09: Proceedings of the 8th International Conference on Case-Based Reasoning, Berlin, Heidelberg, Springer-Verlag, pp. 343–357, 2009.
Download: iccbr_2009.pdf (159.38 KB)
"Case-Based Reasoning for Build Order in Real-Time Strategy Games",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 10/2009.
Download: bweber_aiide_09.pdf (80.96 KB)
"Toward proccedural decorative ornamentation in games",
PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–4, 2010.
"Design patterns in FPS levels",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 78–85, 2010.
Download: khullett-fdg-camera-ready.pdf (207.76 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)
"The science of level design",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 262–264, 2010.
Download: khullett-fdg-doccon-camera-ready.pdf (138.33 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)
"Data analytics for game development: NIER track",
33rd International Conference on Software Engineering, Honolulu, Hawaii, 2011.
Download: p940-hullett.pdf (209.31 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)
An analysis of the hypertext versioning domain,
: University of California, Irvine, 2000.
"Rhizome: A Feature Modeling and Generation Platform",
23rd IEEE/ACM International Conference on Automated Software Engineering (ASE 2008), L'Aquila, Italy, Sept. 15, 2008.
Download: Ge_ASE08_Rhizome.pdf (141.66 KB)
"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)
"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)
"Uniform comparison of data models using containment modeling",
HYPERTEXT ’02: Proceedings of the thirteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 182–191, 2002.
"Introduction to game design in the large classroom",
GDCSE ’08: Proceedings of the 3rd international conference on Game development in computer science education, New York, NY, USA, ACM, pp. 61–65, 2008.
"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.
"Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics",
Proceedings of the 6th International Conference on Foundations of Digital Games, Bordeaux, France, ACM, pp. 227–234, 2011.
Download: p227-fristoe.pdf (191.66 KB)
"Towards affective camera control in games",
User Model. User-Adapt. Interact., vol. 20, no. 4, pp. 313-340, 2010.
"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
Download: smith-fdg12.pdf (1000.03 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)
"On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Crenshaw2011OnCreatingANative.pdf (1.58 MB)
"The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?",
USAB 2011 - Information Quality in eHealth, Graz, Austria, 11/2011.
Download: Holloway2011PreparedPartner_CanVideoGamesTeachLaborAndChildbirthSupportTechniques.pdf (987.3 KB)
"Modeling Player Retention in Madden NFL 11",
Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, AAAI Press, 08/2011.
"Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.",
FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 06/2012.
Abstract
Download: almostgoodbye-paper.pdf (194.04 KB)

