| 2025 | FDG | Slice of Life: A Social Physics Game with Interactive Conversations using Symbolically Grounded LLM-Based Generative Dialogue. | Mike Treanor, Ben Samuel, Mark J. Nelson |
| 2024 | FDG | Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG Levels. | Arash Moradi Karkaj, Mark J. Nelson, Ioannis Koutis, Amy K. Hoover |
| 2024 | FDG | Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative Dialogue. | Mike Treanor, Ben Samuel, Mark J. Nelson |
| 2022 | ICIDS | Exploring the Design Space of Social Physics Engines in Games. | Shi Johnson-Bey, Mark J. Nelson, Michael Mateas |
| 2020 | ITiCSE | Notes on Using Google Colaboratory in AI Education. | Mark J. Nelson, Amy K. Hoover |
| 2019 | FDG | Order-fulfillment games: an analysis of games about serving customers. | Mike Treanor, Mark J. Nelson |
| 2019 | ICAART | Towards Simulated Morality Systems: Role-Playing Games as Artificial Societies. | Joan Casas-Roma, Mark J. Nelson, Joan Arnedo-Moreno, Swen E. Gaudl, Rob Saunders |
| 2018 | FDG | Curious users of casual creators. | Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding |
| 2018 | ICLR | Towards Mixed-initiative generation of multi-channel sequential structure. | Cheng-Zhi Anna Huang, Sherol Chen, Mark J. Nelson, Douglas Eck |
| 2017 | CHI | Mixed-Initiative Approaches to On-Device Mobile Game Design. | Mark J. Nelson, Simon Colton, Edward Jack Powley, Swen E. Gaudl, Peter Ivey, Rob Saunders, Blanca Prez Ferrer, Michael Cook |
| 2017 | ICIDS | The Narrative Logic of Rube Goldberg Machines. | David Olsen, Mark J. Nelson |
| 2017 | ICIDS | 1st Workshop on the History of Expressive Systems. | James Owen Ryan, Mark J. Nelson |
| 2016 | DIGRA | The Tapper Videogame Patent as a Series of Close Readings. | Mark J. Nelson |
| 2015 | FDG | Game mechanics telling stories? An experiment. | Kristian Hjaltason, Steffen Christophersen, Julian Togelius, Mark J. Nelson |
| 2014 | FDG | X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes. | Alessandro Canossa, Staffan Bjrk, Mark J. Nelson |
| 2014 | FDG | A prototype using territories and an affordance tree for social simulation gameplay. | Tilman Geishauser, Yun-Gyung Cheong, Mark J. Nelson |
| 2013 | CEC | Competitive coevolution in Ms. Pac-Man. | Andrew Borg Cardona, Julian Togelius, Mark J. Nelson |
| 2013 | CHI | Design metaphors for procedural content generation in games. | Rilla Khaled, Mark J. Nelson, Pippin Barr |
| 2013 | ICIDS | Player Perspectives to Unexplained Agency-Related Incoherence. | Miika Pirtola, Yun-Gyung Cheong, Mark J. Nelson |
| 2009 | FDG | A requirements analysis for videogame design support tools. | Mark J. Nelson, Michael Mateas |
| 2008 | AAAI | Another Look at Search-Based Drama Management. | Mark J. Nelson, Michael Mateas |
| 2008 | IUI | An interactive game-design assistant. | Mark J. Nelson, Michael Mateas |
| 2006 | AAAI | Targeting Specific Distributions of Trajectories in MDPs. | David L. Roberts, Mark J. Nelson, Charles Lee Isbell Jr., Michael Mateas, Michael L. Littman |