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Steve Dahlskog
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2020 – today
- 2022
- [j1]Alberto Alvarez, Steve Dahlskog, José M. Font, Julian Togelius:
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions. IEEE Trans. Games 14(2): 202-211 (2022) - 2021
- [c13]Alberto Alvarez, José M. Font, Steve Dahlskog, Julian Togelius:
Assessing the Effects of Interacting with MAP-Elites. AIIDE 2021: 124-131 - 2020
- [i2]Alberto Alvarez, Steve Dahlskog, José M. Font, Julian Togelius:
Interactive Constrained MAP-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions. CoRR abs/2003.03377 (2020)
2010 – 2019
- 2019
- [c12]Alberto Alvarez, Steve Dahlskog, José M. Font, Julian Togelius:
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites. CoG 2019: 1-8 - [i1]Alberto Alvarez, Steve Dahlskog, José M. Font, Julian Togelius:
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites. CoRR abs/1906.05175 (2019) - 2018
- [c11]Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Simon Johansson:
Assessing aesthetic criteria in the evolutionary dungeon designer. FDG 2018: 44:1-44:4 - [c10]Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Chelsi Nolasco, Axel Österman:
Fostering creativity in the mixed-initiative evolutionary dungeon designer. FDG 2018: 50:1-50:8 - [e1]Steve Dahlskog, Sebastian Deterding, José M. Font, Mitu Khandaker, Carl Magnus Olsson, Sebastian Risi, Christoph Salge:
Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmö, Sweden, August 07-10, 2018. ACM 2018 [contents] - 2017
- [c9]Alexander Baldwin, Steve Dahlskog, José M. Font, Johan Holmberg:
Mixed-initiative procedural generation of dungeons using game design patterns. CIG 2017: 25-32 - [c8]Alexander Baldwin, Steve Dahlskog, José M. Font, Johan Holmberg:
Towards pattern-based mixed-initiative dungeon generation. FDG 2017: 74:1-74:10 - 2015
- [c7]Steve Dahlskog, Julian Togelius, Staffan Björk:
Patterns, Dungeons and Generators. FDG 2015 - 2014
- [c6]Steve Dahlskog, Julian Togelius:
A multi-level level generator. CIG 2014: 1-8 - [c5]Carl Magnus Olsson, Staffan Björk, Steve Dahlskog:
The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design. DiGRA 2014 - [c4]Steve Dahlskog, Julian Togelius:
Procedural Content Generation Using Patterns as Objectives. EvoApplications 2014: 325-336 - [c3]Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius:
A comparative evaluation of procedural level generators in the Mario AI framework. FDG 2014 - [c2]Steve Dahlskog, Julian Togelius, Mark J. Nelson:
Linear levels through n-grams. MindTrek 2014: 200-206
2000 – 2009
- 2009
- [c1]Steve Dahlskog, Andreas Kamstrup, Espen Aarseth:
Mapping the game landscape: Locating genres using functional classification. DiGRA Conference 2009
Coauthor Index
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