An In-Depth Analysis of Real-Time MIDI Performance. - Belinda Thom; Mark J. Nelson (ICMC, 2004)

A Survey of Real-Time MIDI Performance. - Mark J. Nelson; Belinda Thom (NIME, 2004)

Search-Based Drama Management in the Interactive Fiction Anchorhead. - Mark J. Nelson; Michael Mateas (AIIDE, 2005)

Targeting Specific Distributions of Trajectories in MDPs. - David L. Roberts 001; Mark J. Nelson; Charles Lee Isbell Jr.; Michael Mateas; Michael L. Littman (AAAI, 2006)

Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. - Mark J. Nelson; Calvin Ashmore; Michael Mateas (AIIDE, 2006)

Reinforcement learning for declarative optimization-based drama management. - Mark J. Nelson; David L. Roberts 001; Charles Lee Isbell Jr.; Michael Mateas (AAMAS, 2006)

Declarative Optimization-Based Drama Management in Interactive Fiction. - Mark J. Nelson; Michael Mateas; David L. Roberts 001; Charles Lee Isbell Jr. (IEEE Computer Graphics and Applications, 2006)

Towards Automated Game Design. - Mark J. Nelson; Michael Mateas (AI*IA, 2007)

A globally optimal algorithm for TTD-MDPs. - Sooraj Bhat; David L. Roberts 001; Mark J. Nelson; Charles L. Isbell Jr.; Michael Mateas (AAMAS, 2007)

Another Look at Search-Based Drama Management. - Mark J. Nelson; Michael Mateas (AAAI, 2008)

Recombinable Game Mechanics for Automated Design Support. - Mark J. Nelson; Michael Mateas (AIIDE, 2008)

An interactive game-design assistant. - Mark J. Nelson; Michael Mateas (IUI, 2008)

Evaluating the Authorial Leverage of Drama Management. - Sherol Chen; Mark J. Nelson; Anne Sullivan; Michael Mateas (AAAI Spring Symposium: Intelligent Narrative Technologies II, 2009)

Evaluating the Authorial Leverage of Drama Management. - Sherol Chen; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Computational Support for Play Testing Game Sketches. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Prototyping Games with BIPED. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

A requirements analysis for videogame design support tools. - Mark J. Nelson; Michael Mateas (FDG, 2009)

LUDOCORE: A logical game engine for modeling videogames. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (CIG, 2010)

Suggesting New Plot Elements for an Interactive Story. - Spyridon Giannatos; Mark J. Nelson; Yun-Gyung Cheong; Georgios N. Yannakakis (Intelligent Narrative Technologies, 2011)

Game Metrics Without Players: Strategies for Understanding Game Artifacts. - Mark J. Nelson (IDP@AIIDE, 2011)

Smart terrain causality chains for adventure-game puzzle generation. - Isaac M. Dart; Mark J. Nelson (CIG, 2012)

Tutorials. - Mark J. Nelson; Paolo Burelli; Kostas Karpouzis; Simon M. Lucas; Peter I. Cowling (CIG, 2012)

Generating Narrative Action Schemas for Suspense. - Spyridon Giannatos; Yun-Gyung Cheong; Mark J. Nelson; Georgios N. Yannakakis (INT@AIIDE, 2012)

Soviet and American precursors to the gamification of work. - Mark J. Nelson (MindTrek, 2012)

Preface. - Mark J. Nelson; Adam M. Smith 001; Gillian Smith 001 (AI in the Game Design Process @ AIIDE, 2013)

Competitive coevolution in Ms. Pac-Man. - Andrew Borg Cardona; Julian Togelius; Mark J. Nelson (IEEE Congress on Evolutionary Computation, 2013)

Design metaphors for procedural content generation in games. - Rilla Khaled; Mark J. Nelson; Pippin Barr (CHI, 2013)

Player Perspectives to Unexplained Agency-Related Incoherence. - Miika Pirtola; Yun-Gyung Cheong; Mark J. Nelson (ICIDS, 2013)

Audioverdrive: Exploring Bidirectional Communication between Music and gameplay. - Nils Iver Holtar; Mark J. Nelson; Julian Togelius (ICMC, 2013)

Evaluating musical foreshadowing of videogame narrative experiences. - Marco Scirea; Yun-Gyung Cheong; Mark J. Nelson; Byung-Chull Bae (Audio Mostly Conference, 2014)

X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes. - Alessandro Canossa; Staffan Björk; Mark J. Nelson (FDG, 2014)

A prototype using territories and an affordance tree for social simulation gameplay. - Tilman Geishauser; Yun-Gyung Cheong; Mark J. Nelson (FDG, 2014)

Linear levels through n-grams. - Steve Dahlskog; Julian Togelius; Mark J. Nelson (MindTrek, 2014)

Towards generating arcade game rules with VGDL. - Thorbjørn S. Nielsen; Gabriella A. B. Barros; Julian Togelius; Mark J. Nelson (CIG, 2015)

General Video Game Evaluation Using Relative Algorithm Performance Profiles. - Thorbjørn S. Nielsen; Gabriella A. B. Barros; Julian Togelius; Mark J. Nelson (EvoApplications, 2015)

Moody Music Generator: Characterising Control Parameters Using Crowdsourcing. - Marco Scirea; Mark J. Nelson; Julian Togelius (EvoMUSART, 2015)

Game mechanics telling stories? An experiment. - Kristian Hjaltason; Steffen Christophersen; Julian Togelius; Mark J. Nelson (FDG, 2015)

Representing and reasoning about videogame mechanics for automated design support. - Mark J. Nelson (2015)

Procedural Content Generation in Games. - Noor Shaker; Julian Togelius; Mark J. Nelson (Springer, 2016)

Investigating vanilla MCTS scaling on the GVG-AI game corpus. - Mark J. Nelson (CIG, 2016)

Semi-automated level design via auto-playtesting for handheld casual game creation. - Edward Jack Powley; Simon Colton; Swen E. Gaudl; Rob Saunders; Mark J. Nelson (CIG, 2016)

The Tapper Videogame Patent as a Series of Close Readings. - Mark J. Nelson (DiGRA/FDG, 2016)

Wevva: Democratising Game Design. - Edward Jack Powley; Mark J. Nelson; Swen E. Gaudl; Simon Colton; Blanca Pérez Ferrer; Rob Saunders; Peter Ivey; Michael Cook 001 (AIIDE, 2017)

Mixed-Initiative Approaches to On-Device Mobile Game Design. - Mark J. Nelson; Simon Colton; Edward Jack Powley; Swen E. Gaudl; Peter Ivey; Rob Saunders; Blanca Pérez Ferrer; Michael Cook 001 (MICI@CHI, 2017)

Fluidic Games in Cultural Contexts. - Mark J. Nelson; Swen E. Gaudl; Simon Colton; Edward Jack Powley; Blanca Pérez Ferrer; Rob Saunders; Peter Ivey; Michael Cook 001 (ICCC, 2017)

The Narrative Logic of Rube Goldberg Machines. - David Olsen; Mark J. Nelson (ICIDS, 2017)

1st Workshop on the History of Expressive Systems. - James Owen Ryan; Mark J. Nelson (ICIDS, 2017)

Curious users of casual creators. - Mark J. Nelson; Swen E. Gaudl; Simon Colton; Sebastian Deterding (FDG, 2018)

A Parameter-Space Design Methodology for Casual Creators. - Peter Ivey; Blanca Pérez Ferrer; Rob Saunders; Swen E. Gaudl; Edward J. Powley; Mark J. Nelson; Simon Colton; Michael Cook 001 (ICCC, 2018)

Towards Mixed-initiative generation of multi-channel sequential structure. - Cheng-Zhi Anna Huang; Sherol Chen; Mark J. Nelson; Douglas Eck (ICLR (Workshop), 2018)

Exploring Novel Game Spaces with Fluidic Games. - Swen E. Gaudl; Mark J. Nelson; Simon Colton; Rob Saunders; Edward Jack Powley; Peter Ivey; Blanca Pérez Ferrer; Michael Cook 001 (CoRR, 2018)

Rapid game jams with fluidic games: A user study & design methodology. - Swen E. Gaudl; Mark J. Nelson; Simon Colton; Rob Saunders; Edward Jack Powley; Blanca Pérez Ferrer; Peter Ivey; Michael Cook 001 (Entertain. Comput., 2018)

Order-fulfillment games: an analysis of games about serving customers. - Mike Treanor; Mark J. Nelson (FDG, 2019)

Towards Simulated Morality Systems: Role-Playing Games as Artificial Societies. - Joan Casas-Roma; Mark J. Nelson; Joan Arnedo-Moreno; Swen E. Gaudl; Rob Saunders (ICAART (1), 2019)

Orchestrating Game Generation. - Antonios Liapis; Georgios N. Yannakakis; Mark J. Nelson; Mike Preuss; Rafael Bidarra (IEEE Trans. Games, 2019)

Notes on Using Google Colaboratory in AI Education. - Mark J. Nelson; Amy K. Hoover (ITiCSE, 2020)

Estimates for the Branching Factors of Atari Games. - Mark J. Nelson (CoG, 2021)

Neighborly: A Sandbox for Simulation-based Emergent Narrative. - Shi Johnson-Bey; Mark J. Nelson; Michael Mateas (CoG, 2022)

Exploring the Design Space of Social Physics Engines in Games. - Shi Johnson-Bey; Mark J. Nelson; Michael Mateas (ICIDS, 2022)

Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG Levels. - Arash Moradi Karkaj; Mark J. Nelson; Ioannis Koutis; Amy K. Hoover (FDG, 2024)

Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative Dialogue. - Mike Treanor; Ben Samuel; Mark J. Nelson (FDG, 2024)

Language Model Crossover: Variation through Few-Shot Prompting. - Elliot Meyerson; Mark J. Nelson; Herbie Bradley; Adam Gaier; Arash Moradi Karkaj; Amy K. Hoover; Joel Lehman (ACM Trans. Evol. Learn. Optim., 2024)

Slice of Life: A Social Physics Game with Interactive Conversations using Symbolically Grounded LLM-Based Generative Dialogue. - Mike Treanor; Ben Samuel; Mark J. Nelson (FDG, 2025)