Mapping the game landscape: Locating genres using functional classification. - Steve Dahlskog; Andreas Kamstrup; Espen Aarseth (DiGRA Conference, 2009)

A multi-level level generator. - Steve Dahlskog; Julian Togelius (CIG, 2014)

The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design. - Carl Magnus Olsson; Staffan Björk; Steve Dahlskog (DiGRA, 2014)

Procedural Content Generation Using Patterns as Objectives. - Steve Dahlskog; Julian Togelius (EvoApplications, 2014)

A comparative evaluation of procedural level generators in the Mario AI framework. - Britton Horn; Steve Dahlskog; Noor Shaker; Gillian Smith 001; Julian Togelius (FDG, 2014)

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

Patterns, Dungeons and Generators. - Steve Dahlskog; Julian Togelius; Staffan Björk (FDG, 2015)

Mixed-initiative procedural generation of dungeons using game design patterns. - Alexander Baldwin 002; Steve Dahlskog; José M. Font; Johan Holmberg (CIG, 2017)

Towards pattern-based mixed-initiative dungeon generation. - Alexander Baldwin 002; Steve Dahlskog; José M. Font; Johan Holmberg (FDG, 2017)

Assessing aesthetic criteria in the evolutionary dungeon designer. - Alberto Alvarez 002; Steve Dahlskog; José M. Font; Johan Holmberg; Simon Johansson (FDG, 2018)

Fostering creativity in the mixed-initiative evolutionary dungeon designer. - Alberto Alvarez 002; Steve Dahlskog; José M. Font; Johan Holmberg; Chelsi Nolasco; Axel Österman (FDG, 2018)

Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites. - Alberto Alvarez 002; Steve Dahlskog; José M. Font; Julian Togelius (CoG, 2019)

Assessing the Effects of Interacting with MAP-Elites. - Alberto Alvarez 002; José M. Font; Steve Dahlskog; Julian Togelius (AIIDE, 2021)

Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions. - Alberto Alvarez 002; Steve Dahlskog; José M. Font; Julian Togelius (IEEE Trans. Games, 2022)