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Mark J. Nelson
Person information
- affiliation: American University, Department of Computer Science, Washington, DC, USA
- affiliation: Falmouth University, MetaMakers Institute, UK
- affiliation (PhD 2015): Georgia Institute of Technology, Atlanta, GA, USA
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2020 – today
- 2024
- [c56]Mike Treanor, Ben Samuel, Mark J. Nelson:
Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative Dialogue. FDG 2024: 56 - [c55]Arash Moradi Karkaj, Mark J. Nelson, Ioannis Koutis, Amy K. Hoover:
Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG Levels. FDG 2024: 76 - 2023
- [i3]Elliot Meyerson, Mark J. Nelson, Herbie Bradley, Arash Moradi, Amy K. Hoover, Joel Lehman:
Language Model Crossover: Variation through Few-Shot Prompting. CoRR abs/2302.12170 (2023) - 2022
- [c54]Shi Johnson-Bey, Mark J. Nelson, Michael Mateas:
Neighborly: A Sandbox for Simulation-based Emergent Narrative. CoG 2022: 425-432 - [c53]Shi Johnson-Bey, Mark J. Nelson, Michael Mateas:
Exploring the Design Space of Social Physics Engines in Games. ICIDS 2022: 559-576 - 2021
- [c52]Mark J. Nelson:
Estimates for the Branching Factors of Atari Games. CoG 2021: 1-5 - [i2]Mark J. Nelson:
Estimates for the Branching Factors of Atari Games. CoRR abs/2107.02385 (2021) - 2020
- [c51]Mark J. Nelson, Amy K. Hoover:
Notes on Using Google Colaboratory in AI Education. ITiCSE 2020: 533-534
2010 – 2019
- 2019
- [j3]Antonios Liapis, Georgios N. Yannakakis, Mark J. Nelson, Mike Preuss, Rafael Bidarra:
Orchestrating Game Generation. IEEE Trans. Games 11(1): 48-68 (2019) - [c50]Mike Treanor, Mark J. Nelson:
Order-fulfillment games: an analysis of games about serving customers. FDG 2019: 43:1-43:7 - [c49]Joan Casas-Roma, Mark J. Nelson, Joan Arnedo-Moreno, Swen E. Gaudl, Rob Saunders:
Towards Simulated Morality Systems: Role-Playing Games as Artificial Societies. ICAART (1) 2019: 244-251 - 2018
- [j2]Swen E. Gaudl, Mark J. Nelson, Simon Colton, Rob Saunders, Edward Jack Powley, Blanca Pérez Ferrer, Peter Ivey, Michael Cook:
Rapid game jams with fluidic games: A user study & design methodology. Entertain. Comput. 27: 1-9 (2018) - [c48]Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding:
Curious users of casual creators. FDG 2018: 61:1-61:6 - [c47]Peter Ivey, Blanca Pérez Ferrer, Rob Saunders, Swen E. Gaudl, Edward J. Powley, Mark J. Nelson, Simon Colton, Michael Cook:
A Parameter-Space Design Methodology for Casual Creators. ICCC 2018: 264-271 - [c46]Cheng-Zhi Anna Huang, Sherol Chen, Mark J. Nelson, Douglas Eck:
Towards Mixed-initiative generation of multi-channel sequential structure. ICLR (Workshop) 2018 - [i1]Swen E. Gaudl, Mark J. Nelson, Simon Colton, Rob Saunders, Edward Jack Powley, Peter Ivey, Blanca Pérez Ferrer, Michael Cook:
Exploring Novel Game Spaces with Fluidic Games. CoRR abs/1803.01403 (2018) - 2017
- [c45]Edward Jack Powley, Mark J. Nelson, Swen E. Gaudl, Simon Colton, Blanca Pérez Ferrer, Rob Saunders, Peter Ivey, Michael Cook:
Wevva: Democratising Game Design. AIIDE 2017: 273-276 - [c44]Mark J. Nelson, Simon Colton, Edward Jack Powley, Swen E. Gaudl, Peter Ivey, Rob Saunders, Blanca Pérez Ferrer, Michael Cook:
Mixed-Initiative Approaches to On-Device Mobile Game Design. MICI@CHI 2017 - [c43]Mark J. Nelson, Swen E. Gaudl, Simon Colton, Edward Jack Powley, Blanca Pérez Ferrer, Rob Saunders, Peter Ivey, Michael Cook:
Fluidic Games in Cultural Contexts. ICCC 2017: 175-182 - [c42]David Olsen, Mark J. Nelson:
The Narrative Logic of Rube Goldberg Machines. ICIDS 2017: 104-116 - [c41]James Owen Ryan, Mark J. Nelson:
1st Workshop on the History of Expressive Systems. ICIDS 2017: 409-412 - 2016
- [b1]Noor Shaker, Julian Togelius, Mark J. Nelson:
Procedural Content Generation in Games. Computational Synthesis and Creative Systems, Springer 2016, ISBN 978-3-319-42714-0, pp. 1-237 - [c40]Mark J. Nelson:
Investigating vanilla MCTS scaling on the GVG-AI game corpus. CIG 2016: 1-7 - [c39]Edward Jack Powley, Simon Colton, Swen E. Gaudl, Rob Saunders, Mark J. Nelson:
Semi-automated level design via auto-playtesting for handheld casual game creation. CIG 2016: 1-8 - [c38]Mark J. Nelson:
The Tapper Videogame Patent as a Series of Close Readings. DiGRA/FDG 2016 - 2015
- [c37]Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, Mark J. Nelson:
Towards generating arcade game rules with VGDL. CIG 2015: 185-192 - [c36]Marco Scirea, Mark J. Nelson, Julian Togelius:
Moody Music Generator: Characterising Control Parameters Using Crowdsourcing. EvoMUSART 2015: 200-211 - [c35]Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, Mark J. Nelson:
General Video Game Evaluation Using Relative Algorithm Performance Profiles. EvoApplications 2015: 369-380 - [c34]Kristian Hjaltason, Steffen Christophersen, Julian Togelius, Mark J. Nelson:
Game mechanics telling stories? An experiment. FDG 2015 - 2014
- [c33]Marco Scirea, Yun-Gyung Cheong, Mark J. Nelson, Byung-Chull Bae:
Evaluating musical foreshadowing of videogame narrative experiences. Audio Mostly Conference 2014: 8:1-8:7 - [c32]Alessandro Canossa, Staffan Björk, Mark J. Nelson:
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes. FDG 2014 - [c31]Tilman Geishauser, Yun-Gyung Cheong, Mark J. Nelson:
A prototype using territories and an affordance tree for social simulation gameplay. FDG 2014 - [c30]Steve Dahlskog, Julian Togelius, Mark J. Nelson:
Linear levels through n-grams. MindTrek 2014: 200-206 - 2013
- [c29]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Preface. AI in the Game Design Process @ AIIDE 2013 - [c28]Andrew Borg Cardona, Julian Togelius, Mark J. Nelson:
Competitive coevolution in Ms. Pac-Man. IEEE Congress on Evolutionary Computation 2013: 1403-1410 - [c27]Rilla Khaled, Mark J. Nelson, Pippin Barr:
Design metaphors for procedural content generation in games. CHI 2013: 1509-1518 - [c26]Miika Pirtola, Yun-Gyung Cheong, Mark J. Nelson:
Player Perspectives to Unexplained Agency-Related Incoherence. ICIDS 2013: 156-167 - [c25]Nils Iver Holtar, Mark J. Nelson, Julian Togelius:
Audioverdrive: Exploring Bidirectional Communication between Music and gameplay. ICMC 2013 - [e1]Mark J. Nelson, Adam M. Smith, Gillian Smith:
Artificial Intelligencein the Game Design Process 2, Papers from the 2013 AIIDE Workshop, Palo Alto, California, USA, October 15, 2013. AAAI Technical Report WS-13-20, AAAI 2013 [contents] - 2012
- [c24]Isaac M. Dart, Mark J. Nelson:
Smart terrain causality chains for adventure-game puzzle generation. CIG 2012: 328-334 - [c23]Mark J. Nelson, Paolo Burelli, Kostas Karpouzis, Simon M. Lucas, Peter I. Cowling:
Tutorials. CIG 2012 - [c22]Spyridon Giannatos, Yun-Gyung Cheong, Mark J. Nelson, Georgios N. Yannakakis:
Generating Narrative Action Schemas for Suspense. INT@AIIDE 2012 - [c21]Mark J. Nelson:
Soviet and American precursors to the gamification of work. MindTrek 2012: 23-26 - 2011
- [c20]Spyridon Giannatos, Mark J. Nelson, Yun-Gyung Cheong, Georgios N. Yannakakis:
Suggesting New Plot Elements for an Interactive Story. Intelligent Narrative Technologies 2011 - [c19]Mark J. Nelson:
Game Metrics Without Players: Strategies for Understanding Game Artifacts. IDP@AIIDE 2011 - 2010
- [c18]Adam M. Smith, Mark J. Nelson, Michael Mateas:
LUDOCORE: A logical game engine for modeling videogames. CIG 2010: 91-98
2000 – 2009
- 2009
- [c17]Sherol Chen, Mark J. Nelson, Anne Sullivan, Michael Mateas:
Evaluating the Authorial Leverage of Drama Management. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 20-23 - [c16]Sherol Chen, Mark J. Nelson, Michael Mateas:
Evaluating the Authorial Leverage of Drama Management. AIIDE 2009 - [c15]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Computational Support for Play Testing Game Sketches. AIIDE 2009 - [c14]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Prototyping Games with BIPED. AIIDE 2009 - [c13]Mark J. Nelson, Michael Mateas:
A requirements analysis for videogame design support tools. FDG 2009: 137-144 - 2008
- [c12]Mark J. Nelson, Michael Mateas:
Another Look at Search-Based Drama Management. AAAI 2008: 792-797 - [c11]Mark J. Nelson, Michael Mateas:
Recombinable Game Mechanics for Automated Design Support. AIIDE 2008 - [c10]Mark J. Nelson, Michael Mateas:
Another look at search-based drama management. AAMAS (3) 2008: 1293-1298 - [c9]Mark J. Nelson, Michael Mateas:
An interactive game-design assistant. IUI 2008: 90-98 - 2007
- [c8]Mark J. Nelson, Michael Mateas:
Towards Automated Game Design. AI*IA 2007: 626-637 - [c7]Sooraj Bhat, David L. Roberts, Mark J. Nelson, Charles L. Isbell Jr., Michael Mateas:
A globally optimal algorithm for TTD-MDPs. AAMAS 2007: 199 - 2006
- [j1]Mark J. Nelson, Michael Mateas, David L. Roberts, Charles Lee Isbell Jr.:
Declarative Optimization-Based Drama Management in Interactive Fiction. IEEE Computer Graphics and Applications 26(3): 32-41 (2006) - [c6]David L. Roberts, Mark J. Nelson, Charles Lee Isbell Jr., Michael Mateas, Michael L. Littman:
Targeting Specific Distributions of Trajectories in MDPs. AAAI 2006: 1213-1218 - [c5]Mark J. Nelson, Calvin Ashmore, Michael Mateas:
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. AIIDE 2006: 127-129 - [c4]Mark J. Nelson, David L. Roberts, Charles Lee Isbell Jr., Michael Mateas:
Reinforcement learning for declarative optimization-based drama management. AAMAS 2006: 775-782 - 2005
- [c3]Mark J. Nelson, Michael Mateas:
Search-Based Drama Management in the Interactive Fiction Anchorhead. AIIDE 2005: 99-104 - 2004
- [c2]Belinda Thom, Mark J. Nelson:
An In-Depth Analysis of Real-Time MIDI Performance. ICMC 2004 - [c1]Mark J. Nelson, Belinda Thom:
A Survey of Real-Time MIDI Performance. NIME 2004: 35-38
Coauthor Index
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last updated on 2024-10-22 20:12 CEST by the dblp team
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