| 2025 | FDG | Analytic Procgen with Composable Design Space Expressions. | Ross Mawhorter, Adam M. Smith |
| 2024 | FDG | You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG. | Jediah Katz, Bahar Bateni, Adam M. Smith |
| 2024 | FDG | Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces. | Abdelrahman Madkour, Ross Mawhorter, Stacy Marsella, Adam M. Smith, Steven Holtzen |
| 2024 | FDG | Comprehensive and Instantly Responsive Player Assistance using Binary Decision Diagrams. | Ross Mawhorter, Adam M. Smith |
| 2023 | FDG | Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFC. | Bahar Bateni, Isaac Karth, Adam M. Smith |
| 2023 | FDG | Playable Quotes for Game Boy Games. | Jol Franusic, Kathleen Tuite, Adam M. Smith |
| 2023 | FDG | Automated Testing in Super Metroid with Abstraction-Guided Exploration. | Ross Mawhorter, Adam M. Smith |
| 2022 | FDG | The Randomizer Community does Procedural Content Generation Research. | Ross Mawhorter, Peter A. Mawhorter, Adam M. Smith |
| 2021 | AAAI | The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media. | Barrett R. Anderson, Adam M. Smith |
| 2021 | FDG | Neurosymbolic Map Generation with VQ-VAE and WFC. | Isaac Karth, Batu Aytemiz, Ross Mawhorter, Adam M. Smith |
| 2021 | FDG | Softlock Detection for Super Metroid with Computation Tree Logic. | Ross Mawhorter, Adam M. Smith |
| 2020 | AAAI | Teaching Game AI as an Undergraduate Course in Computational Media. | Adam M. Smith, Daniel G. Shapiro |
| 2020 | FDG | A Diagnostic Taxonomy of Failure in Videogames. | Batu Aytemiz, Adam M. Smith |
| 2019 | AAAI | Taking the Scenic Route: Automatic Exploration for Videogames. | Zeping Zhan, Batu Aytemiz, Adam M. Smith |
| 2019 | FDG | Understanding user needs in videogame moment retrieval. | Barrett R. Anderson, Adam M. Smith |
| 2019 | FDG | Addressing the fundamental tension of PCGML with discriminative learning. | Isaac Karth, Adam M. Smith |
| 2019 | FDG | Retrieving videogame moments with natural language queries. | Xiaoxuan Zhang, Adam M. Smith |
| 2018 | AAAI | Retrieving Game States with Moment Vectors. | Zeping Zhan, Adam M. Smith |
| 2018 | FDG | Crawling, indexing, and retrieving moments in videogames. | Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith |
| 2018 | GECCO | Evolving mario levels in the latent space of a deep convolutional generative adversarial network. | Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam M. Smith, Sebastian Risi |
| 2017 | FDG | WaveFunctionCollapse is constraint solving in the wild. | Isaac Karth, Adam M. Smith |
| 2015 | CHI | Automatic Game Progression Design through Analysis of Solution Features. | Eric Butler, Erik Andersen, Adam M. Smith, Sumit Gulwani, Zoran Popovic |
| 2015 | FDG | AI-based Games: Contrabot and What Did You Do? | Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook |
| 2015 | FDG | AI-based Game Design Patterns. | Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith |
| 2015 | IJCAI | Personalized Mathematical Word Problem Generation. | Oleksandr Polozov, Eleanor O'Rourke, Adam M. Smith, Luke Zettlemoyer, Sumit Gulwani, Zoran Popovic |
| 2013 | FDG | Quantifying over play: Constraining undesirable solutions in puzzle design. | Adam M. Smith, Eric Butler, Zoran Popovic |
| 2013 | UIST | A mixed-initiative tool for designing level progressions in games. | Eric Butler, Adam M. Smith, Yun-En Liu, Zoran Popovic |
| 2012 | FDG | Anza Island: Novel Gameplay Using ASP. | Kate Compton, Adam M. Smith, Michael Mateas |
| 2012 | FDG | A case study of expressively constrainable level design automation tools for a puzzle game. | Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic |
| 2011 | FDG | Two methods for voxel detail enhancement. | Adam M. Smith |
| 2011 | FDG | An inclusive view of player modeling. | Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan |
| 2010 | FDG | Reconstructing the world in 3D: bringing games with a purpose outdoors. | Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic |
| 2010 | HCOMP | Reconstructing the world in 3D: bringing games with a purpose outdoors. | Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic |
| 2009 | SAC | An empirical study of incorporating cost into test suite reduction and prioritization. | Adam M. Smith, Gregory M. Kapfhammer |
| 2008 | COLT | Learning Rotations. | Adam M. Smith, Manfred K. Warmuth |