Category: Publications

Opening the Black Box of Play: Strategy Analysis of an Educational Game 0

Opening the Black Box of Play: Strategy Analysis of an Educational Game

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

A cross-cultural evaluation of a computer science teaching game 0

A cross-cultural evaluation of a computer science teaching game

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

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Design Insights into the Creation and Evaluation of a Computer Science Educational Game

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

madscience 0

Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments

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.

whatdidyoudo 0

AI-Based Games: Contrabot and What Did You Do?

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.

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An Analog History of Procedural Content Generation

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; nominations given to top 18.9% of papers in conference.

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Formalizing Non-Formalism: Breaking the Rules of Automated Game Design

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. Winner of Best Paper in Game Design track; nominations given to top 18.9% of papers in conference.

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AI-Based Game Design Patterns

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.

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Exploring Digital Games as a Research and Educational Platform for Replicating Experiments

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.

The Future of Procedural Content Generation in Games 0

The Future of Procedural Content Generation in Games

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

“Procedural Everything”: Playing Procedural Content Generation in Spore 0

“Procedural Everything”: Playing Procedural Content Generation in Spore

Gillian Smith. “Procedural Everything”: Playing Procedural Content Generation in Spore. Well-Played Symposium, co-located with the Digital Games Research Association Conference (DiGRA 2014), Snowbird, UT, August 3-6, 2014.

A Design-Focused Analysis of Games Teaching Computer Science 0

A Design-Focused Analysis of Games Teaching Computer Science

Casper Harteveld, Gillian Smith, Gail Carmichael, Elisabeth Gee, Carolee Stewart-Gardiner. A Design-Focused Analysis of Games Teaching Computer Science. Proceedings of Games+Learning+Society 10, Madison, WI, USA, June 10-13, 2014.

Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games 0

Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games

Gillian Smith. Understanding Procedural Content Generation: A Design-Centric Analysis of the Role 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.

A Comparative Evaluation of Level Generators in the Mario AI Framework 0

A Comparative Evaluation of Level Generators in the Mario AI Framework

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 Foundations of Digital Games Conference (FDG 2014), Fort Lauderdale, FL, April 3-7, 2014.

Endless Web: AIIDE Playable Experiences 0

Endless Web: AIIDE Playable Experiences

Gillian Smith, Alexei Othenin-Girard, Noah Wardrip-Fruin, Jim Whitehead. Endless Web. 2013 Artificial Intelligence in Interactive Digital Entertainment – Playable Experiences Track.

An Analysis of the Role of Procedural Content Generation in Game Design 0

An Analysis of the Role of Procedural Content Generation in Game Design

Gillian Smith. An Analysis of the Role of Procedural Content Generation in Game Design. Proceedings of the 2013 Digital Games Research Association Conference (DIGRA 2013), Atlanta, GA, August 26-29, 2013.

Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning 0

Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning

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 Foundations of Digital Games 2013, Chania, Crete, May 16, 2013.

PCG-Based Game Design: Creating Endless Web 0

PCG-Based Game Design: Creating Endless Web

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

The Five Year Evolution of a Game Programming Course 0

The Five Year Evolution of a Game Programming Course

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.

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games 0

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games

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.

AI-Based Game Design: Enabling New Playable Experiences 0

AI-Based Game Design: Enabling New Playable Experiences

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

Lessons from COSMOS: Four Years of Iteration on a Game Design Course 0

Lessons from COSMOS: Four Years of Iteration on a Game Design Course

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

An Inclusive Taxonomy of Player Modeling 0

An Inclusive Taxonomy of Player Modeling

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

Human-Computer Collaboration in Level Design for Computer Games 0

Human-Computer Collaboration in Level Design for Computer Games

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

Computers as Design Collaborators: Interacting with Mixed-Initiative Tools 0

Computers as Design Collaborators: Interacting with Mixed-Initiative Tools

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.

The 2010 Mario AI Championship: Level Generation Track 0

The 2010 Mario AI Championship: Level Generation Track

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 (TCIAIG), vol 3. iss 4, 2011.

PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation 0

PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation

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

Lessons in Teaching Game Design 0

Lessons in Teaching Game Design

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

An Inclusive View of Player Modeling 0

An Inclusive View of Player Modeling

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

Polymorph: A Model for Dynamic Level Generation 0

Polymorph: A Model for Dynamic Level Generation

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: A Model for Dynamic Level Generation. Proceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 – 13.

Tanagra: An Intelligent Level Design Assistant for 2D Platformers 0

Tanagra: An Intelligent Level Design Assistant for 2D Platformers

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: An Intelligent Level Design Assistant for 2D Platformers. Proceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 – 13.

Girls, Games, and Getting to the First Day 0

Girls, Games, and Getting to the First Day

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

Tanagra: A Mixed-Initiative Level Design Tool 0

Tanagra: A Mixed-Initiative Level Design Tool

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

Polymorph: Dynamic Difficulty Adjustment Through Level Generation 0

Polymorph: Dynamic Difficulty Adjustment Through Level Generation

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: Dynamic Difficulty Adjustment Through Level Generation. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.

Analyzing the Expressive Range of a Level Generator 0

Analyzing the Expressive Range of a Level Generator

Gillian Smith, Jim Whitehead. Analyzing the Expressive Range of a Level Generator. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.

Rhythm-Based Level Generation for 2D Platformers 0

Rhythm-Based Level Generation for 2D Platformers

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

A Framework for Analysis of 2D Platformer Levels 0

A Framework for Analysis of 2D Platformer Levels

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

Using Game Technology in an Introductory Programming Course 0

Using Game Technology in an Introductory Programming Course

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