Linear levels through n-grams S Dahlskog, J Togelius, MJ Nelson Proceedings of the 18th International Academic MindTrek Conference: Media …, 2014 | 103 | 2014 |
Empowering quality diversity in dungeon design with interactive constrained map-elites A Alvarez, S Dahlskog, J Font, J Togelius 2019 IEEE Conference on Games (CoG), 1-8, 2019 | 95 | 2019 |
A comparative evaluation of procedural level generators in the mario ai framework B Horn, S Dahlskog, N Shaker, G Smith, J Togelius Foundations of Digital Games 2014, Ft. Lauderdale, Florida, USA (2014), 1-8, 2014 | 95 | 2014 |
Patterns and procedural content generation: Revisiting mario in world 1 level 1 S Dahlskog, J Togelius Proceedings of the First Workshop on Design Patterns in Games, 1-8, 2012 | 85 | 2012 |
Mixed-initiative procedural generation of dungeons using game design patterns A Baldwin, S Dahlskog, JM Font, J Holmberg 2017 IEEE conference on computational intelligence and games (CIG), 25-32, 2017 | 81 | 2017 |
Fostering creativity in the mixed-initiative evolutionary dungeon designer A Alvarez, S Dahlskog, J Font, J Holmberg, C Nolasco, A Österman Proceedings of the 13th International Conference on the Foundations of …, 2018 | 56 | 2018 |
A Multi-level Level Generator S Dahlskog, J Togelius IEEE Conference on Computational Intelligence and Games, 2014 | 56 | 2014 |
Patterns as objectives for level generation S Dahlskog, J Togelius Design Patterns in Games (DPG), Chania, Crete, Greece (2013), 2013 | 53 | 2013 |
Towards pattern-based mixed-initiative dungeon generation A Baldwin, S Dahlskog, JM Font, J Holmberg Proceedings of the 12th international conference on the foundations of …, 2017 | 44 | 2017 |
Mapping the game landscape: Locating genres using functional classification S Dahlskog, E Aarseth, A Kamstrup Digital Games Research Association (DiGRA), West London, United Kingdom (2009), 2009 | 43 | 2009 |
Procedural content generation using patterns as objectives S Dahlskog, J Togelius European Conference on the Applications of Evolutionary Computation, 325-336, 2014 | 42 | 2014 |
Patterns, dungeons and generators S Dahlskog, S Björk, J Togelius Foundations of Digital Games Conference, FDG, Pacific Grove, USA (2015), 2015 | 35 | 2015 |
Assessing aesthetic criteria in the evolutionary dungeon designer A Alvarez, S Dahlskog, J Font, J Holmberg, S Johansson Proceedings of the 13th international conference on the foundations of …, 2018 | 29 | 2018 |
Interactive constrained map-elites: Analysis and evaluation of the expressiveness of the feature dimensions A Alvarez, S Dahlskog, J Font, J Togelius IEEE Transactions on Games 14 (2), 202-211, 2020 | 27 | 2020 |
The conceptual relationship model: understanding patterns and mechanics in game design CM Olsson, S Björk, S Dahlskog Digital Games Research Association (DiGRA), Snowbird, Utah, USA (2014), 1-16, 2014 | 19 | 2014 |
Gameplay evaluation measures V Volz, D Ashlock, S Colton, S Dahlskog, J Liu, S Lucas, D Perez-Liebana, ... Artificial and Computational Intelligence in Games: AI-Driven Game Design …, 2018 | 10 | 2018 |
Assessing the effects of interacting with MAP-Elites A Alvarez, J Font, S Dahlskog, J Togelius Proceedings of the AAAI Conference on Artificial Intelligence and …, 2021 | 9 | 2021 |
Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns S Dahlskog Malmö university, Faculty of Technology and Society, 2016 | 5 | 2016 |
Playing together: The player’s repertoire, an obstacle to learning S Dahlskog Computer Games and New Media Cultures: A Handbook of Digital Games Studies …, 2012 | 5 | 2012 |
Proceedings of the 13th International Conference on the Foundations of Digital Games S Dahlskog, S Deterding, J Font, M Khandaker, CM Olsson, S Risi, ... ACM, 2018 | 3 | 2018 |