Publications

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2016

Towards a computational reading of emergence in experimental game design
by Simon Colton, Mark J. Nelson, Rob Saunders, Edward J. Powley, Swen Gaudl, and Michael Cook.
In Proceedings of the 2nd Computational Creativity and Games Workshop, 2016.
Details. Download: PDF.

The Tapper videogame patent as a series of close readings
by Mark J. Nelson.
In Proceedings of the 1st International Joint Conference of DiGRA and FDG, 2016.
Details. Download: PDF.

Semi-automated level design via auto-playtesting for handheld casual game creation
by Edward J. Powley, Simon Colton, Swen Gaudl, Rob Saunders, and Mark J. Nelson.
In Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, 2016.
Details. Download: PDF.

Lavorare è giocare: Breve storia di un'idea in bilico tra capitalismo e comunismo
by Mark J. Nelson.
In Oltre il gioco: Critica della ludicizzazione urbana, (Matteo Bittanti and Emanuela Zilio, eds.), 2016, pp. 35-48.
Details.

Investigating vanilla MCTS scaling on the GVG-AI game corpus
by Mark J. Nelson.
In Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, 2016.
Details. Download: PDF.

Automated tweaking of levels for casual creation of mobile games
by Edward J. Powley, Swen Gaudl, Simon Colton, Mark J. Nelson, Rob Saunders, and Michael Cook.
In Proceedings of the 2nd Computational Creativity and Games Workshop, 2016.
Details. Download: PDF.

2015

Towards generating arcade game rules with VGDL
by Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, and Mark J. Nelson.
In Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015.
Details. Download: PDF.

Moody music generator: Characterising control parameters using crowdsourcing
by Marco Scirea, Mark J. Nelson, and Julian Togelius.
In Proceedings of the 4th Conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015, pp. 200-211.
Details. Download: PDF.

General video game evaluation using relative algorithm performance profiles
by Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, and Mark J. Nelson.
In Proceedings of the 18th Conference on Applications of Evolutionary Computation, 2015, pp. 369-380.
Details. Download: PDF.

Game mechanics telling stories? An experiment
by Kristian Hjaltason, Steffen Christophersen, Julian Togelius, and Mark J. Nelson.
In Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.
Details. Download: PDF.

2014

X-COM: UFO Defense vs. XCOM: Enemy Unknown — Using gameplay design patterns to understand game remakes
by Alessandro Canossa, Staffan Björk, and Mark J. Nelson.
In Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014.
Details. Download: PDF.

Linear levels through n-grams
by Steve Dahlskog, Julian Togelius, and Mark J. Nelson.
In Proceedings of the 18th International Academic MindTrek Conference, 2014.
Details. Download: PDF.

Evaluating musical foreshadowing of videogame narrative experiences
by Marco Scirea, Yun-Gyung Cheong, Mark J. Nelson, and Byung-Chull Bae.
In Proceedings of Audio Mostly 2014, 2014.
Details. Download: PDF.

Characteristics of generatable games
by Julian Togelius, Mark J. Nelson, and Antonios Liapis.
In Proceedings of the Fifth Workshop on Procedural Content Generation in Games, 2014.
Details. Download: PDF.

2013

Player perspectives to unexplained agency-related incoherence
by Miika Pirtola, Yun-Gyung Cheong, and Mark J. Nelson.
In Proceedings of the 6th International Conference on Interactive Digital Storytelling, 2013, pp. 156-167.
Details. Download: PDF, HTML summary.

Design metaphors for procedural content generation in games
by Rilla Khaled, Mark J. Nelson, and Pippin Barr.
In Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013, pp. 1509-1518.
Details. Download: PDF.

Competitive coevolution in Ms. Pac-Man
by Andrew Borg Cardona, Julian Togelius, and Mark J. Nelson.
In Proceedings of the 2013 IEEE Congress on Evolutionary Computation, 2013, pp. 1403-1410.
Details. Download: PDF.

Audioverdrive: Exploring bidirectional communication between music and gameplay
by Nils Iver Holtar, Mark J. Nelson, and Julian Togelius.
In Proceedings of the 2013 International Computer Music Conference, 2013, pp. 124-131.
Details. Download: PDF, Video.

2012

Soviet and American precursors to the gamification of work
by Mark J. Nelson.
In Proceedings of the 16th International Academic MindTrek Conference, 2012, pp. 23-26.
Details. Download: PDF.

Smart terrain causality chains for adventure-game puzzle generation
by Isaac Dart and Mark J. Nelson.
In Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012, pp. 328-334.
Details. Download: PDF, HTML (condensed version), Game.

Prototyping Kant-inspired reflexive game mechanics
by Mark J. Nelson.
In Proceedings of the 2012 FDG Workshop on Research Prototyping in Games, 2012.
Details. Download: PDF.

Generating narrative action schemas for suspense
by Spyridon Giannatos, Yun-Gyung Cheong, Mark J. Nelson, and Georgios N. Yannakakis.
In Proceedings of the Fifth Workshop on Intelligent Narrative Technologies, 2012, pp. 8-13.
Details. Download: PDF.

A lightweight story-comprehension approach to game dialogue
by Robert van Leeuwen, Yun-Gyung Cheong, and Mark J. Nelson.
In Proceedings of the 1st Workshop on Games and NLP, 2012.
Details. Download: PDF.

2011

Suggesting new plot elements for an interactive story
by Spyridon Giannatos, Mark J. Nelson, Yun-Gyung Cheong, and Georgios N. Yannakakis.
In Proceedings of the Fourth Workshop on Intelligent Narrative Technologies, 2011, pp. 25-30.
Details. Download: PDF.

Game metrics without players: Strategies for understanding game artifacts
by Mark J. Nelson.
In Proceedings of the First Workshop on AI in the Game-Design Process, 2011, pp. 14-18.
Details. Download: PDF.

2010

Ludocore: A logical game engine for modeling videogames
by Adam M. Smith, Mark J. Nelson, and Michael Mateas.
In Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games, 2010, pp. 91-98.
Details. Download: PDF, BIPED system, Drillbot 6000.

2009

Prototyping games with BIPED
by Adam M. Smith, Mark J. Nelson, and Michael Mateas.
In Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009, pp. 193-194.
Details. Download: PDF, BIPED system, Drillbot 6000.

Evaluating the authorial leverage of drama management
by Sherol Chen, Mark J. Nelson, and Michael Mateas.
In Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009, pp. 136-141.
Details. Download: PDF.

Computational support for play testing game sketches
by Adam M. Smith, Mark J. Nelson, and Michael Mateas.
In Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009, pp. 167-172.
Details. Download: PDF, BIPED system, Drillbot 6000.

A requirements analysis for videogame design support tools
by Mark J. Nelson and Michael Mateas.
In Proceedings of the 4th International Conference on the Foundations of Digital Games, 2009, pp. 137-144.
Details. Download: PDF.

2008

Recombinable game mechanics for automated design support
by Mark J. Nelson and Michael Mateas.
In Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008, pp. 84-89.
Details. Download: PDF.

Another look at search-based drama management
by Mark J. Nelson and Michael Mateas.
In Proceedings of the 23rd AAAI Conference on Artificial Intelligence, 2008, pp. 792-797.
Details. Download: PDF.

An interactive game-design assistant
by Mark J. Nelson and Michael Mateas.
In Proceedings of the 13th International Conference on Intelligent User Interfaces, 2008, pp. 90-98.
Details. Download: PDF.

2007

Towards automated game design
by Mark J. Nelson and Michael Mateas.
In AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, 2007, pp. 626-637. Lecture Notes in Computer Science 4733.
Details. Download: PDF.

A globally optimal algorithm for TTD-MDPs
by Sooraj Bhat, David L. Roberts, Mark J. Nelson, Charles L. Isbell Jr., and Michael Mateas.
In Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems, 2007, pp. 1196-1203.
Details. Download: PDF.

2006

Targeting specific distributions of trajectories in MDPs
by David L. Roberts, Mark J. Nelson, Charles L. Isbell, Michael Mateas, and Michael L. Littman.
In Proceedings of the 21st National Conference on Artificial Intelligence, 2006, pp. 1213-1218.
Details. Download: PDF.

Reinforcement learning for declarative optimization-based drama management
by Mark J. Nelson, David L. Roberts, Charles L. Isbell Jr., and Michael Mateas.
In Proceedings of the 5th International Joint Conference on Autonomous Agents and Multiagent Systems, 2006, pp. 775-782.
Details. Download: PDF.

Declarative optimization-based drama management in interactive fiction
by Mark J. Nelson, Michael Mateas, David L. Roberts, and Charles L. Isbell Jr..
IEEE Computer Graphics and Applications, vol. 26, no. 3, 2006, pp. 32-41.
Details. Download: PDF.

Authoring an interactive narrative with declarative optimization-based drama management
by Mark J. Nelson, Calvin Ashmore, and Michael Mateas.
In Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006, pp. 127-129.
Details. Download: PDF.

2005

Search-based drama management in the interactive fiction Anchorhead
by Mark J. Nelson and Michael Mateas.
In Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005, pp. 99-104.
Details. Download: PDF.

2004

An in-depth analysis of real-time MIDI performance
by Belinda Thom and Mark J. Nelson.
In Proceedings of the 2004 International Computer Music Conference, 2004, pp. 430-437.
Details. Download: PDF, Code.

A survey of real-time MIDI performance
by Mark J. Nelson and Belinda Thom.
In Proceedings of the 2004 Conference on New Interfaces for Musical Expression, 2004, pp. 35-38.
Details. Download: PDF, Code.


Mark J. Nelson