Evolving mario levels in the latent space of a deep convolutional generative adversarial network
- Vanessa Volz, Jacob Schrum, Jialin Liu, S. Lucas, Adam M. Smith, S. Risi
- Computer ScienceAnnual Conference on Genetic and Evolutionary…
- 2 May 2018
This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus, and uses the champion A* agent from the 2009 Mario AI competition to assess whether a level is playable, and how many jumping actions are required to beat it.
Formalizing Visualization Design Knowledge as Constraints: Actionable and Extensible Models in Draco
- Dominik Moritz, Chenglong Wang, Jeffrey Heer
- Computer ScienceIEEE Transactions on Visualization and Computer…
- 26 October 2018
This work proposes modeling visualization design knowledge as a collection of constraints, in conjunction with a method to learn weights for soft constraints from experimental data, which can take theoretical design knowledge and express it in a concrete, extensible, and testable form.
Answer Set Programming for Procedural Content Generation: A Design Space Approach
- Adam M. Smith, M. Mateas
- Computer ScienceIEEE Transactions on Computational Intelligence…
- 7 June 2011
An approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space by concisely capturing a design space as an answer set program is outlined.
An empirical study of incorporating cost into test suite reduction and prioritization
- Adam M. Smith, G. M. Kapfhammer
- Computer ScienceACM Symposium on Applied Computing
- 8 March 2009
This paper uses the Harrold Gupta Soffa, delayed greedy, traditional greedy, and 2-optimal greedy algorithms for both test suite reduction and prioritization to greedily reduce and prioritize the tests by using both test cost and the ratio of code coverage to test cost.
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games
- Adam M. Smith, M. Mateas
- Computer ScienceProceedings of the IEEE Conference on…
- 30 September 2010
This paper presents the procedural content generation research which makes the automatic generation of suitable game rulesets possible and exploits answer-set programming as a means to declaratively represent a generative space as distinct from the domain-independent solvers which it uses to enumerate it.
WaveFunctionCollapse is constraint solving in the wild
- Isaac Karth, Adam M. Smith
- Computer ScienceInternational Conference on Foundations of…
- 14 August 2017
This paper examines WFC as an instance of constraint solving methods, tracing WFC's explosive influence on the technical artist community, explaining its operation in terms of ideas from the constraint solving literature, and probing its strengths by means of a surrogate implementation using answer set programming.
AI-based Game Design Patterns
- Mike Treanor, Alexander Zook, Adam M. Smith
- Computer ScienceInternational Conference on Foundations of…
- 29 December 2015
A generative ideation technique to combine a design pattern with an AI technique or capacity to make newAI-based games is proposed and demonstrated through two examples of AI-based game prototypes created using these patterns.
Taking the Scenic Route: Automatic Exploration for Videogames
- Zeping Zhan, Batu Aytemiz, Adam M. Smith
- Computer ScienceKEG@AAAI
- 1 December 2018
It is shown that off-the-shelf automatic exploration strategies can explore with an effectiveness comparable to human gameplay on the same timescale, and generic methods for quantifying exploration quality as a function of time are contributed.
RuleBender: integrated modeling, simulation and visualization for rule-based intracellular biochemistry
- Adam M. Smith, Wen Xu, Yao Sun, J. Faeder, G. Marai
- Biology, Computer ScienceBMC Bioinformatics
- 18 May 2012
This work introduces RuleBender, a novel visualization system for the integrated visualization, modeling and simulation of rule-based intracellular biochemistry, with emphasis on visual global/local model exploration and integrated execution of simulations.
Personalized Mathematical Word Problem Generation
- Oleksandr Polozov, Eleanor O'Rourke, Adam M. Smith, Luke Zettlemoyer, Sumit Gulwani, Zoran Popovic
- EducationInternational Joint Conference on Artificial…
- 25 July 2015
This work proposes a novel technique for automatic generation of personalized word problems that takes a logical encoding of the specification, synthesizes a word problem narrative and its mathematical model as a labeled logical plot graph, and realizes the problem in natural language.
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