A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework

Julian Togelius , Steve Dahlskog , Noor Shaker , Britton Horn
foundations of digital games 1 -8

30
2014
The conceptual relationship model : understanding patterns and mechanics in game design

Steve Dahlskog , Staffan Björk , Carl Magnus Olsson
digital games research association 8 1 -16

3
2014
Mapping the game landscape: Locating genres using functional classification

Steve Dahlskog , Espen Aarseth , Andreas Kamstrup
digital games research association 5

11
2009
Patterns, Dungeons and Generators

Julian Togelius , Steve Dahlskog , Staffan Björk
foundations of digital games

11
2015
Mixed-media Game AI

David Thue , Georgios N. Yannakakis , Steve Dahlskog , Rafael Bidarra
computational intelligence and games 7 ( 11) 105 -107

2018
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites

Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius
arXiv: Artificial Intelligence

69
2019
Patterns and procedural content generation: revisiting Mario in world 1 level 1

Steve Dahlskog , Julian Togelius
foundations of digital games 1 -8

41
2012
Procedural Content Generation Using Patterns as Objectives

Steve Dahlskog , Julian Togelius
european conference on applications of evolutionary computation 325 -336

11
2014
Towards pattern-based mixed-initiative dungeon generation

Alexander Baldwin , Steve Dahlskog , Jose M Font , Johan Holmberg
foundations of digital games 74

17
2017
Playing Together: The Player’s Repertoire, an Obstacle to Learning

Steve Dahlskog
Computer Games and New Media Cultures 329 -342

1
2012
Linear levels through n-grams

Steve Dahlskog , Julian Togelius , Mark J. Nelson
Proceedings of the 18th International Academic MindTrek Conference on Media Business, Management, Content & Services 200 -206

38
2014
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions

Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius
IEEE Transactions on Games 1 -1

1
2020
A multi-level level generator

Steve Dahlskog , Julian Togelius
computational intelligence and games 1 -8

21
2014
Mixed-initiative procedural generation of dungeons using game design patterns

Alexander Baldwin , Steve Dahlskog , J.M Font , Johan Holmberg
computational intelligence and games 25 -32

66
2017
Assessing aesthetic criteria in the evolutionary dungeon designer

Alberto Alvarez , Steve Dahlskog , Jose Font , Johan Holmberg
foundations of digital games

13
2018
Fostering creativity in the mixed-initiative evolutionary dungeon designer

Alberto Alvarez , Steve Dahlskog , Jose Font , Johan Holmberg
foundations of digital games

20
2018
Proceedings of the 13th International Conference on the Foundations of Digital Games

Steve Dahlskog , Sebastian Deterding , José Font , Mitu Khandaker
ACM

3
2018
Patterns as objectives for level generation

Steve Dahlskog , Julian Togelius
Design Patterns in Games (DPG), Chania, Crete, Greece (2013)

50
2013
Assessing the effects of interacting with MAP-Elites

Alberto Alvarez , Jose Font , Steve Dahlskog , Julian Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 17 ( 1) 124 -131

9
2021