I'm Adam M. Smith, a postdoctoral researcher in computer science.
"Artificial intelligence for design," is the one-liner I often use to
describe the work I started with Michael Mateas at UC
Santa Cruz and continue with Zoran Popović at
the University of Washington. My dissertation, Mechanizing Exploratory
Game Design, built a design automation practice in the
interdiscplinary space between game design, design studies, computational
creativity, and symbolic AI. I typically employ answer set programming (and
related combinatorial search/optimization tools such as theorem provers and
model checkers) in the service of exploratorily posing and automatically
solving high-complexity analysis and synthesis problems arising in creative
design domains. Lately, I've been focusing on deep design automation for
In addition to the serious stuff above, I like to explore generative art
and music, recreational programming all the way down to the hardware level,
and infinitesimal-thrust spacecraft design and orbital dynamics.
AI for game design (synthesis/analysis of interactive artifacts, rapid
programming languages and software engineering (declarative programming,
domain specific languages, model checking)
computer music (DSP, livecoding, synthesis toys,
computational creativity (beyond human-level
attention to detail)
Ultimate goal: Dramatically increase the creative resources available to
our civilization by using machines to amplify the creativity of those
facing complex design problems (particularly those involving the
self-improvement of civilization, e.g. education).
I am deeply passionate about teaching technical topics, particularly
where I can steer them to overlap with creative and aesthetic endeavors. I
regularly volunteer to give guest lectures, design new projects, and
consult on the curriculum for new classes. I provide lifetime support to my
students on selected topics and delight in hearing the challenges they
encounter in industry and grad school elsewhere. Where possible, I work to
legitimize self-teaching outside of established institutions.
Teaching assistantships: introduction to computer
graphics; scientific visualization and computer animation; game engine
architecture; fundamentals of game design; game design studio; advanced
analysis of algorithms; computer literacy.
Guest lecture topics: game programming with python; the
spectrum of game engine architectures; designing a simple game framework;
image compositing; non-photorealistic rendering; programmer-oriented tools
for creativity in graphics; livecoding for music, sculpture, and poetry;
overlapping notions of time in programming languages and software
Adam M. Smith, James Skorupski, James Davis "Transient Rendering," Technical Report UCSC-SOE-08-26, 2008.
Demos and Posters
Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan, "An Inclusive View of Player Modeling," In Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.
Adam M. Smith, Michael Mateas, "Variations Forever: A Game of Exploring Game Design Spaces," Demonstration at the Fourth International Conference on the Foundations of Digital Games (FDG 2009), 2009.
Adam M. Smith, Mark J. Nelson, Michael Mateas, "Prototyping Games with BIPED," in Proceedings of the Fifth Artificial Intelligence for Interactive Digital Games Conference (AIIDE'09), 2009.