Mark J. Nelson

Orcid: 0000-0003-1882-8896

Affiliations:
  • American University, Department of Computer Science, Washington, DC, USA
  • Falmouth University, MetaMakers Institute, UK
  • Georgia Institute of Technology, Atlanta, GA, USA (PhD 2015)


According to our database1, Mark J. Nelson authored at least 59 papers between 2004 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Language Model Crossover: Variation through Few-Shot Prompting.
CoRR, 2023

2022
Exploring the Design Space of Social Physics Engines in Games.
Proceedings of the Interactive Storytelling, 2022

Neighborly: A Sandbox for Simulation-based Emergent Narrative.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Estimates for the Branching Factors of Atari Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Notes on Using Google Colaboratory in AI Education.
Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, 2020

2019
Orchestrating Game Generation.
IEEE Trans. Games, 2019

Towards Simulated Morality Systems: Role-Playing Games as Artificial Societies.
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019

Order-fulfillment games: an analysis of games about serving customers.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

2018
Rapid game jams with fluidic games: A user study & design methodology.
Entertain. Comput., 2018

Exploring Novel Game Spaces with Fluidic Games.
CoRR, 2018

Towards Mixed-initiative generation of multi-channel sequential structure.
Proceedings of the 6th International Conference on Learning Representations, 2018

A Parameter-Space Design Methodology for Casual Creators.
Proceedings of the Ninth International Conference on Computational Creativity, 2018

Curious users of casual creators.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2017
1st Workshop on the History of Expressive Systems.
Proceedings of the Interactive Storytelling, 2017

The Narrative Logic of Rube Goldberg Machines.
Proceedings of the Interactive Storytelling, 2017

Fluidic Games in Cultural Contexts.
Proceedings of the Eighth International Conference on Computational Creativity, 2017

Mixed-Initiative Approaches to On-Device Mobile Game Design.
Proceedings of the CHI'17 Workshop on Mixed-Initiative Creative Interfaces co-located with ACM CHI Conference on Human Factors in Computing Systems (CHI 2017), 2017

Wevva: Democratising Game Design.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
The Tapper Videogame Patent as a Series of Close Readings.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Semi-automated level design via auto-playtesting for handheld casual game creation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Investigating vanilla MCTS scaling on the GVG-AI game corpus.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Procedural Content Generation in Games.
Computational Synthesis and Creative Systems, Springer, ISBN: 978-3-319-42714-0, 2016

2015
Game mechanics telling stories? An experiment.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Moody Music Generator: Characterising Control Parameters Using Crowdsourcing.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015

General Video Game Evaluation Using Relative Algorithm Performance Profiles.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Towards generating arcade game rules with VGDL.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
Linear levels through n-grams.
Proceedings of the 18th International Academic MindTrek Conference: Media Business, 2014

A prototype using territories and an affordance tree for social simulation gameplay.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

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

Evaluating musical foreshadowing of videogame narrative experiences.
Proceedings of the Audio Mostly 2014, AM '14, 2014

2013
Audioverdrive: Exploring Bidirectional Communication between Music and gameplay.
Proceedings of the 39th International Computer Music Conference, 2013

Player Perspectives to Unexplained Agency-Related Incoherence.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

Design metaphors for procedural content generation in games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Competitive coevolution in Ms. Pac-Man.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

Preface.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

2012
Soviet and American precursors to the gamification of work.
Proceedings of the International Conference on Media of the Future, 2012

Generating Narrative Action Schemas for Suspense.
Proceedings of the 5th Workshop on Intelligent Narrative Technologies, 2012

Tutorials.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Smart terrain causality chains for adventure-game puzzle generation.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Game Metrics Without Players: Strategies for Understanding Game Artifacts.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

Suggesting New Plot Elements for an Interactive Story.
Proceedings of the Intelligent Narrative Technologies IV, 2011

2010
LUDOCORE: A logical game engine for modeling videogames.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
A requirements analysis for videogame design support tools.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Prototyping Games with BIPED.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Computational Support for Play Testing Game Sketches.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Evaluating the Authorial Leverage of Drama Management.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Evaluating the Authorial Leverage of Drama Management.
Proceedings of the Intelligent Narrative Technologies II, 2009

2008
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

Another Look at Search-Based Drama Management.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
A globally optimal algorithm for TTD-MDPs.
Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2007), 2007

Towards Automated Game Design.
Proceedings of the AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, 2007

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 (AAMAS 2006), 2006

Authoring Interactive Narratives with Declarative Optimization-Based Drama Management.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Targeting Specific Distributions of Trajectories in MDPs.
Proceedings of the Proceedings, 2006

2005
Search-Based Drama Management in the Interactive Fiction Anchorhead.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

2004
A Survey of Real-Time MIDI Performance.
Proceedings of the New Interfaces for Musical Expression, 2004

An In-Depth Analysis of Real-Time MIDI Performance.
Proceedings of the 2004 International Computer Music Conference, 2004


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