Publications by topic

Also see publications by date.

Automated/assisted game design

Towards automated game design (AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, 2007)
An interactive game-design assistant (Proceedings of the 13th International Conference on Intelligent User Interfaces, 2008)
Recombinable game mechanics for automated design support (Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008)
A requirements analysis for videogame design support tools (Proceedings of the 4th International Conference on the Foundations of Digital Games, 2009)
Computational support for play testing game sketches (Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009)
Prototyping games with BIPED (Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009)
Ludocore: A logical game engine for modeling videogames (Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games, 2010)
Game metrics without players: Strategies for understanding game artifacts (Proceedings of the First Workshop on AI in the Game-Design Process, 2011)
Smart terrain causality chains for adventure-game puzzle generation (Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012)
Design metaphors for procedural content generation in games (Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013)
Characteristics of generatable games (Proceedings of the Fifth Workshop on Procedural Content Generation in Games, 2014)
Linear levels through n-grams (Proceedings of the 18th International Academic MindTrek Conference, 2014)
General video game evaluation using relative algorithm performance profiles (Proceedings of the 18th Conference on Applications of Evolutionary Computation, 2015)
Towards generating arcade game rules with VGDL (Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015)
Automated tweaking of levels for casual creation of mobile games (Proceedings of the 2nd Computational Creativity and Games Workshop, 2016)
Semi-automated level design via auto-playtesting for handheld casual game creation (Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, 2016)
Towards a computational reading of emergence in experimental game design (Proceedings of the 2nd Computational Creativity and Games Workshop, 2016)

Computer music

A survey of real-time MIDI performance (Proceedings of the 2004 Conference on New Interfaces for Musical Expression, 2004)
An in-depth analysis of real-time MIDI performance (Proceedings of the 2004 International Computer Music Conference, 2004)
Audioverdrive: Exploring bidirectional communication between music and gameplay (Proceedings of the 2013 International Computer Music Conference, 2013)
Moody music generator: Characterising control parameters using crowdsourcing (Proceedings of the 4th Conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015)

Interactive storytelling

Search-based drama management in the interactive fiction Anchorhead (Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005)
Authoring an interactive narrative with declarative optimization-based drama management (Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006)
Declarative optimization-based drama management in interactive fiction (IEEE Computer Graphics and Applications, 2006)
Reinforcement learning for declarative optimization-based drama management (Proceedings of the 5th International Joint Conference on Autonomous Agents and Multiagent Systems, 2006)
Another look at search-based drama management (Proceedings of the 23rd AAAI Conference on Artificial Intelligence, 2008)
Evaluating the authorial leverage of drama management (Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009)
Suggesting new plot elements for an interactive story (Proceedings of the Fourth Workshop on Intelligent Narrative Technologies, 2011)
A lightweight story-comprehension approach to game dialogue (Proceedings of the 1st Workshop on Games and NLP, 2012)
Generating narrative action schemas for suspense (Proceedings of the Fifth Workshop on Intelligent Narrative Technologies, 2012)
Player perspectives to unexplained agency-related incoherence (Proceedings of the 6th International Conference on Interactive Digital Storytelling, 2013)
Evaluating musical foreshadowing of videogame narrative experiences (Proceedings of Audio Mostly 2014, 2014)
Game mechanics telling stories? An experiment (Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015)

Game studies

Prototyping Kant-inspired reflexive game mechanics (Proceedings of the 2012 FDG Workshop on Research Prototyping in Games, 2012)
Soviet and American precursors to the gamification of work (Proceedings of the 16th International Academic MindTrek Conference, 2012)
X-COM: UFO Defense vs. XCOM: Enemy Unknown — Using gameplay design patterns to understand game remakes (Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014)
Lavorare è giocare: Breve storia di un'idea in bilico tra capitalismo e comunismo (Oltre il gioco: Critica della ludicizzazione urbana, 2016)
The Tapper videogame patent as a series of close readings (Proceedings of the 1st International Joint Conference of DiGRA and FDG, 2016)

Learning and search algorithms

Targeting specific distributions of trajectories in MDPs (Proceedings of the 21st National Conference on Artificial Intelligence, 2006)
A globally optimal algorithm for TTD-MDPs (Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems, 2007)
Competitive coevolution in Ms. Pac-Man (Proceedings of the 2013 IEEE Congress on Evolutionary Computation, 2013)
Investigating vanilla MCTS scaling on the GVG-AI game corpus (Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, 2016)

Mark J. Nelson