Publications

All publications are listed in reverse chronological order. Publication type legend:

journal    conference    workshop    book chapter    demo    other

Michael Cook, Simon Colton, Jeremy Gow and Gillian Smith. General Analytical Techniques for Parameter-Based Procedural Content Generators. Proceedings of the 2019 IEEE Conference on Games (CoG 2019). London, UK. August 2019.

Giovanni Maria Troiano, Sam Snodgrass, Erinç Argimak, Gregorio Robles, Gillian Smith, Michael Cassidy, Eli Tucker-Raymond, Gilly Puttick, Casper Harteveld. Is My Game OK Dr. Scratch? Proceedings of the 2019 ACM Interaction Design and Children Conference (IDC 2019). Boise, ID. June 2019.

Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, Mark Riedl. Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. Proceedings of the ACM CHI Conference on Human Factors in Computing (CHI 2018). Edinburgh, Scotland. May 2019.

Nathan Partlan, Elin Carstensdottir, Sam Snodgrass, Erica Kleinman, Gillian Smith, Casper Harteveld, Magy Seif el-Nasr. Exploratory Automated Analysis of Structural Features of Interactive Narrative. Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018).

Spencer Beaupre, Thomas Wiles, Sean Briggs, Gillian Smith. A Design Pattern Approach for Multi-Game Level Generation. Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018). Alberta, Canada. November 2018.

Britton Horn, Josh Aaron Miller, Gillian Smith, Seth Cooper. A Monte Carlo Approach to Skill-Based Automated Playtesting. Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018). Alberta, Canada. November 2018.

Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, and Mark Riedl. Explainable PCGML via Game Design Patterns. Proceedings of the 2018 Workshop on Experimental AI in Games, co-located with Artificial Intelligence and Interactive Digital Entertainment. Alberta, Canada. November 2018.

Anne Sullivan, Anastasia Salter, Gillian Smith. Games Crafters Play. Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG 2018). Malmö, Sweden. August 2018.

Gillian Puttick, Jackie Barnes, Giovanni Troiano, Casper Harteveld, Eli Tucker-Raymond, Michael Cassidy, Gillian Smith. Exploring How Student Designers Model Climate System Complexity in Computer Games. Proceedings of the 2018 Connected Learning Summit (CLS). Boston, MA. August 2018.

 Michael Cassidy, Gilly Puttick, Eli Tucker-Raymond, Jackie Barnes, Casper Harteveld, and Gillian Smith. Designing Games about Climate Change: Assessing Students’ Content Knowledge. National Association for Research in Science Teaching. Atlanta, GA, March 2018.

Gillian Smith. Generative Design for Textiles: Opportunities and Challenges for Entertainment AI. In Proceedings of the 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017). Snowbird, UT, October 2017.

Isabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith. Designing eBee: A Reflection on Quilt-Based Game Design. In Proceedings of the 2017 Conference on the Foundations of Digital Games (FDG 17). Cape Cod, MA, August 2017. Winner: Best Paper Award.

Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith. AI-Assisted Analysis of Player Strategy across Level Progressions in a Puzzle Game. In Proceedings of the 2017 Conference on the Foundations of Digital Games (FDG 17). Cape Cod, MA, August 2017. Honorable Mention Paper.

Gillian Smith. What Do We Value in Procedural Content Generation? Proceedings of the 2017 Workshop on Procedural Content Generation, co-located with the Foundations of Digital Games conference. Hyannis, MA, August 2017.

Gillian Smith. Computational Creativity and Social Justice: Defining the Intellectual Landscape. Proceedings of the 2017 Workshop on Computational Creativity and Social Justice, co-located with the International Conference on Computational Creativity. Atlanta, GA, June 2017.

Gillian Smith. Understanding the Generated. Procedural Generation in Game Design, eds. Tanya X. Short and Tarn Adams. CRC Press, June 2017.

Casper Harteveld, Nolan Manning, Farah Abu-Arja, Rick Menasce, Dean Thurston, Gillian Smith, Steven C. Sutherland. Design of Playful Authoring Tools for Social and Behavioral Science. Proceedings of the 2017 ACM Conference on Intelligent User Interfaces (IUI ’17). Cyprus. March 13-17, 2017.

Joshua Tanenbaum, Gillian Smith (eds). ACM Interactions Magazine, Special Topic on Intersections of Craft, Fabrication, and Play. Jan-Feb 2017.

Anne Sullivan, Gillian Smith. Designing Craft Games. ACM Interactions Magazine, Special Topic on Intersections of Craft, Fabrication, and Play. Jan-Feb 2017.

Britton Horn, Amy Hoover, Jackie Barnes, Yetunde Folajimi, Gillian Smith, Casper Harteveld. Opening the Black Box of Play: Strategy Analysis of an Educational Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI Play). Austin, TX, October 16-19, 2016.

Gillian Smith. A Proceduralist View on Diversity in Games. Journal of Games Criticism, 3, iss. A, Special Issue on Considering the Sequel to Game Studies… Papers from Extending Play Conference, ed. Aaron Trammell and Zack Lischer-Katz, July 2016.

Lea Albaugh, April Grow, Chenxi Liu, James McCann, Jen Mankoff, Gillian Smith. Threadsteading: Playful Interaction for Textile Fabrication Devices. Installation in Interactivity at ACM Conference on Computer-Human Interaction (CHI 2016). San Jose, CA, May 7-12, 2016.

Celia Pearce, Gillian Smith, Jeanie Choi, Isabella Carlsson. eBee: Merging Quilting, Electronics, and Board Game Design. Installation in the Art Show at ACM Conference on Computer-Human Interaction (CHI 2016). San Jose, CA, May 7-12, 2016.

Yetunde Folajimi, Britton Horn, Amy Hoover, Jackie Barnes, Gillian Smith, Casper Harteveld. A cross-cultural evaluation of a computer science teaching game. In Proceedings of Games+Learning+Society 2016. Pittsburgh, PA: ETC Press.

Britton Horn, Christopher Clark, Oskar Strom, Hilery Chao, Amy J. Stahl, Casper Harteveld, Gillian Smith. Design Insights into the Creation and Evaluation of a Computer Science Educational Game. Proceedings of the 47th ACM Technical Symposium on Computer Science Education (SIGCSE 2016). Memphis, TN, March 2-5, 2016.

Amanda Phillips, Gillian Smith, Tanya Short, Michael Cook. Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity. Digital Creativity, Special Issue on Post-Anthropocentric Creativity, ed. Stanislav Roudavski and Jon McCormack, vol 27, iss 1, 2016.

Casper Harteveld, Steven C. Sutherland, Amy J. Stahl, Gillian Smith, Cigdem Talgar. Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments. Proceedings of the 49th Hawaii International Conference on System Sciences (HICSS). Kaui, HI, January 5-8, 2016.

Antonios Liapis, Noor Shaker, Gillian Smith. Mixed-Initiative Content Creation. In Procedural Content Generation in Games: A Textbook and an Overview of Current Research, eds.Noor Shaker, Julian Togelius, and Mark J. Nelson. Springer, 2016.

Noor Shaker, Gillian Smith, Georgios Yannakakis. Evaluating Content Generators. In Procedural Content Generation in Games: A Textbook and an Overview of Current Research, eds. Noor Shaker, Julian Togelius, and Mark J. Nelson. Springer, 2016.

Ian Horswill, Michael Mateas, Josh McCoy, Ana Paiva, Günther Rudolph, Gillian Smith, Michael Young, Jichen Zhu. Interdisciplinary Research Methods. In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

Michael Treanor, Michael Cook, Mirjam Eladhari, John Levine, Brian Magerko, Adam Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alex Zook. AI-Based Game Design. In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

Alex Zook, Rafael Bidarra, Michael Cook, Antonios Liapis, Gillian Smith, Tommy Thompson, Mark Van Kreveld. Procedural Content Generation and Formal Design. In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

Julian Togelius, Michael Cook, Mirjam Eladhari, Gillian Smith, Tommy Thompson, Julian Togelius, Alex Zook. What Did You Do? In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

Alex Zook, Alex Champandard, Michael Cook, Adam Smith, Gillian Smith, Tommy Thompson. Contrabot. In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

Gillian Smith. Exploring Embedded Design Theory in Maze Generation. In Report of Dagstuhl Seminar 15051, “Artificial and Computational Intelligence in Games: Integration”. Dagstuhl Research Online Publication Server, 2015.

 Gillian Smith, Amanda Phillips, Tanya Short, Michael Cook. Can Computers Be Feminists? First Person Scholar, September 2015.

Isabella Carlsson, Jeanie Choi, Gillian Smith, Celia Pearce. eBee: An Electronics Quilting Bee and Game. Installation workshopped at the 2015 SIGGRAPH Studio. Los Angeles, CA, August 9-13, 2015.

Britton Horn, Gillian Smith, Rania Masri, Janos Stone. Visual Information Vases: Towards a Framework for Transmedia Creative Inspiration. Proceedings of the Sixth International Conference on Computational Creativity (ICCC 2015). Park City, UT, June 29 – July 2, 2015.

Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam Smith. AI-Based Game Design Patterns. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.

Alessandro Canossa, Gillian Smith. Towards a Procedural Evaluation Technique: Metrics for Level Design. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.

Michael Cook, Gillian Smith. Formalizing Non-Formalism: Breaking the Rules of Automated Game Design. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Recipient of Best Paper award in Game Design.

Gillian Smith. An Analog History of Procedural Content Generation. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Nominated for best paper award in Game Design.

Michael Cook, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook. Hackademics: A Case for Game Jams at Academic Conferences. Proceedings of the Game Jam 2015 Workshop, co-located with Foundations of Digital Games 2015 (FDG 2015). Pacific Grove, CA, June 21-26, 2015.

Michael Cook, Mirjam Eladhari, Adam Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook. AI-Based Games: Contrabot and What Did You Do? Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Pacific Grove, CA, USA. June 21-26, 2015.

Casper Harteveld, Steven C. Sutherland, Gillian Smith. Design Considerations for Creating Game-Based Social Experiments. Proceedings of the 2015 CHI Workshop on Gamifying Research (GAMICHI 15), co-located with the ACM CHI Conference on Human Factors in Computing Systems. Seoul, Korea. April 18, 2015.

Steven C. Sutherland, Casper Harteveld, Gillian Smith, Joseph Schwartz, Cigdem Talgar. Exploring Digital Games as a Research and Educational Platform for Replicating Experiments. Proceedings of the 2015 Northeast Decision Sciences Conference (NEDSI 15). Cambridge, MA, March 20-22, 2015. Recipient of David M. Levine Best Paper in Innovative Education Award.

Gillian Smith. Procedural Content Generation: An Overview. Game AI Pro 2, ed. Steve Rabin. CRC Press, April 2015.
republished in  Level Design: Processes and Experiences, ed. Chris Totten, CRC Press, 2016. 

Gillian Smith. Spore’s Playable Procedural Content Generation. Well-Played, vol. 4, iss. 1, ETC Press, 2015.

Gillian Smith. The Future of Procedural Content Generation in Games. Proceedings of the 2014 Workshop on Experimental AI in Games (EXAG), co-located with Artificial Intelligence in Interactive Digital Entertainment 2014. Raleigh, NC. October 4, 2014.

Casper Harteveld, Gillian Smith, Gail Carmichael, Elisabeth Gee, Carolee Stewart-Gardiner. A Design-Focused Analysis of Games Teaching Computer Science. Proceedings of the 10th Conference on Games, Learning, and Society (GLS 10). Madison, WI, June 11-13, 2014.

Gillian Smith. Understanding Procedural Content Generation: A Design-Centric Analysis of PCG in Games. Proceedings of the ACM CHI Conference on Human Factors in Computing Systems (CHI 2014). Toronto, Canada, April 26 – May 1, 2014.

Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius. A Comparative Evaluation of Level Generators in the Mario AI Framework. Proceedings of the 2014 International Conference on the Foundations of Digital Games (FDG 2014). Fort Lauderdale, FL, April 3 – 7, 2014.

Gillian Smith. Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin. Endless Web. 2013 Conference on Artificial Intelligence in Interactive Digital Entertainment, Playable Experiences track. Boston, MA, October 14-18, 2013.

Gillian Smith, Casper Harteveld. Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning. Proceedings of the Workshop on Games for Learning, co-located with FDG 2013. Chania, Crete, May 16, 2013.

Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin. PCG-Based Game Design: Creating Endless Web. Proceedings of the 2012 International Conference on the Foundations of Digital Games (FDG 2012). Raleigh, NC, May 30 – June 1, 2012.

Gillian Smith, Anne Sullivan. The Five Year Evolution of a Game Programming Course. Proceedings of the 43rd ACM Technical Symposium on Computer Science Education (SIGCSE 2012), Raleigh, NC, February 29 – March 3, 2012.

Mirjam P. Eladhari, Anne Sullivan, Gillian Smith, Josh McCoy. AI-Based Game Design: Enabling New Playable Experiences. Technical Report UCSC-SOE-11-27, 2011.

Anne Sullivan, Gillian Smith. Lessons from COSMOS: Four Years of Iteration on a Game Design Course. Technical Report UCSC-SOE-11-15, 2011.

Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive Taxonomy of Player Modeling. Technical Report UCSC-SOE-11-13, 2011.

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten. The 2010 Mario AI Championship: Level Generation Track. IEEE Transactions on Computational Intelligence and AI in Games, vol. 3 iss. 4, December 2011, p 332 – 347.

Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas. Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. Proceedings of the 4th International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, Canada, November 28 – December 1, 2011.

Gillian Smith. Human-Computer Collaboration in Level Design for Computer Games. 2011 Grace Hopper Celebration of Women in Computing. Portland, OR, November 9 – 11, 2011.

Gillian Smith, Jim Whitehead, Michael Mateas. Computers as Design Collaborators: Interacting with Mixed-Initiative Tools. Workshop on Semi-Automated Creativity, co-located with ACM Creativity & Cognition 2011. Atlanta, GA. November 3, 2011.

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Transactions on Computational Intelligence and AI in Games, Special Issue on Procedural Content Generation in Games, vol. 3, iss. 3, September 2011, p 201 – 215.

Adam Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive View of Player Modeling. In Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011). Bordeaux, France. June 29 – July 1, 2011.

Anne Sullivan, Gillian Smith. Lessons in Teaching Game Design. In Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011). Bordeaux, France. June 29 – July 1, 2011.

Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead. PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation. In Proceedings of the Second International Workshop on the Procedural Content Generation in Games (PCGames 2011), co-located with the 2011 Foundations of Digital Games Conference. Bordeaux, France. June 28, 2011.

Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha. Launchpad: A Rhythm-Based Level Generator for 2D Platformers. IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, iss. 1, March 2011, p 1 – 16.

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: A Model For Dynamic Level Generation. In Proceedings of the 6th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2010), Palo Alto, California, USA. October 2010.

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: An Intelligent Level Design Assistant for 2D Platformers. In Proceedings of the 6th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2010), Palo Alto, California, USA. October 2010.

Caitlin Sadowski, Gillian Smith, Gail Carmichael. Girls, Games, and Getting to the First Day. 2010 Grace Hopper Celebration of Women in Computing. Atlanta, GA, September 28 – October 10, 2010.

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: A Mixed-Initiative Level Design Tool. In Proceedings of the 2010 International Conference on the Foundations of Digital Games (FDG 2010). Monterey, CA, USA. June 19-21, 2010.

Gillian Smith, Jim Whitehead. Evaluating the Expressivity of a Level Generator. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames), co-located with the 2010 Foundations of Digital Games Conference. Monterey, CA, USA. June 18, 2010.

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: Dynamic Difficulty Adjustment through Level Generation. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames), co-located with the 2010 Foundations of Digital Games Conference. Monterey, CA, USA. June 18, 2010.

Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas. Rhythm-Based Level Generation for 2D Platformers. In Proceedings of the 2009 International Conference on the Foundations of Digital Games (FDG 2009). Orlando, FL, USA. April 26-30, 2009.

Gillian Smith, Mee Cha, Jim Whitehead. A Framework for Analysis of 2D Platformer Levels. In Proceedings of ACM SIGGRAPH Sandbox Symposium 2008. Los Angeles, CA, USA. August 9-10, 2008.

Gillian Smith, Jim Whitehead, Charlie McDowell. Using Game Technology in an Introductory Programming Course. Poster at the IGDA Educational Special Interest Group, GDC 2008. San Francisco, CA, March 2008.