Decomposing the level generation problem with tiles. - Cameron McGuinness; Daniel A. Ashlock (IEEE Congress on Evolutionary Computation, 2011)

Incorporating required structure into tiles. - Cameron McGuinness; Daniel A. Ashlock (CIG, 2011)

Simultaneous Dual Level Creation for Games. - Daniel A. Ashlock; Colin Lee; Cameron McGuinness (IEEE Comput. Intell. Mag., 2011)

Search-Based Procedural Generation of Maze-Like Levels. - Daniel A. Ashlock; Colin Lee; Cameron McGuinness (IEEE Trans. Comput. Intell. AI Games, 2011)

Statistical analyses of representation choice in level generation. - Cameron McGuinness (CIG, 2012)

Representation in Evolutionary Computation. - Daniel A. Ashlock; Cameron McGuinness; Wendy Ashlock (WCCI, 2012)

Landscape automata for search based procedural content generation. - Daniel A. Ashlock; Cameron McGuinness (CIG, 2013)

Automatic generation of fantasy role-playing modules. - Daniel A. Ashlock; Cameron McGuinness (CIG, 2014)

Evolving Point Packings in the Plane. - Daniel A. Ashlock; Philip Hingston; Cameron McGuinness (ACALCI, 2015)

Chaos automata for sequence visualization. - Daniel A. Ashlock; Cameron McGuinness; Wendy Ashlock (CIBCB, 2015)

Interactive evolution instead of default parameters. - Daniel A. Ashlock; Cameron McGuinness; Joseph O'Neill (CIBCB, 2015)

Classification of Monte Carlo tree search variants. - Cameron McGuinness (CEC, 2016)

Multiple pass Monte Carlo tree search. - Cameron McGuinness (CEC, 2016)