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Dive into the research topics where Sam Snodgrass is active.

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Featured researches published by Sam Snodgrass.


IEEE Transactions on Computational Intelligence and Ai in Games | 2017

Learning to Generate Video Game Maps Using Markov Models

Sam Snodgrass; Santiago Ontañón

Procedural content generation has become a popular research topic in recent years. However, most content generation systems are specialized to a single game. We are interested in methods that can generate content for a wide variety of games without a game-specific algorithm design. Statistical approaches are a promising avenue for such generators and, more specifically, map generators. In this paper, we explore Markov models as a means of modeling and generating content for multiple domains. We apply our Markov models to Super Mario Bros., Loderunner , and Kid Icarus in order to determine how well our models perform in terms of the playability of the content generated, the expressive ranges of the models, and the effects of training data on those expressive ranges.


international conference on case-based reasoning | 2014

Case-Based Prediction of Teen Driver Behavior and Skill

Santiago Ontañón; Yi-Ching Lee; Sam Snodgrass; Dana Bonfiglio; Flaura Koplin Winston; Catherine C. McDonald; Avelino J. Gonzalez

Motor vehicle crashes are the leading cause of death for U.S. teens, accounting for more than one in three deaths in this age group and claiming the lives of about eight teenagers a day, according to the 2010 report by the Center for Disease Control and Prevention. In order to inform new training methods and new technology to accelerate learning and reduce teen crash risk, a more complete understanding of this complex driving behavior was needed. In this application paper we present our first step towards deploying case-based techniques to model teenage driver behavior and skill level. Specifically, we present our results in using case-based reasoning (CBR) to model both the vehicle control behavior and the skill proficiency of teen drivers by using data collected in a high-fidelity driving simulator. In particular, we present a new similarity measure to compare behavioral data based on feature selection methods, which achieved good results in predicting behavior and skill.


annual symposium on computer human interaction in play | 2014

Extended abstract for Canvas Obscura

Sam Snodgrass; Benjamin Goldberg; Ariel Evans; Brandon Packard; Cathy Lu; Jichen Zhu

Canvas Obscura is a survival-horror game where the player must locate objects within an ever-changing environment. Canvas Obscura pushes the boundaries of the survival-horror genre by including procedurally generated levels.


foundations of digital games | 2014

Experiments in map generation using Markov chains.

Sam Snodgrass; Santiago Ontañón


arXiv: Artificial Intelligence | 2018

Procedural Content Generation via Machine Learning (PCGML)

Adam Summerville; Sam Snodgrass; Matthew Guzdial; Christoffer Holmgård; Amy K. Hoover; Aaron Isaksen; Andy Nealen; Julian Togelius


artificial intelligence and interactive digital entertainment conference | 2015

A Hierarchical MdMC Approach to 2D Video Game Map Generation.

Sam Snodgrass; Santiago Ontañón


arXiv: Human-Computer Interaction | 2016

The VGLC: The Video Game Level Corpus.

Adam Summerville; Sam Snodgrass; Michael Mateas; Santiago Ontañón Villar


national conference on artificial intelligence | 2014

A hierarchical approach to generating maps using Markov chains

Sam Snodgrass; Santiago Ontañón


international joint conference on artificial intelligence | 2016

Controllable procedural content generation via constrained multi-dimensional Markov chain sampling

Sam Snodgrass; Santiago Ontañón


artificial intelligence and interactive digital entertainment conference | 2013

Generating Maps Using Markov Chains

Sam Snodgrass; Santiago Ontañón

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Avelino J. Gonzalez

University of Central Florida

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