Julian Togelius
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Computer Science
Julian Togelius's Degrees
- PhD Computer Science IT University of Copenhagen
- Masters Computer Science Linköping University
- Bachelors Computer Science Linköping University
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Why Is Julian Togelius Influential?
(Suggest an Edit or Addition)According to Wikipedia, Julian Togelius is an associate professor at the Department of Computer Science and Engineering at the New York University Tandon School of Engineering. Career Togelius holds a BA from Lund University, an MSc from the University of Sussex, and a PhD from the University of Essex.
Julian Togelius's Published Works
Published Works
- Search-Based Procedural Content Generation: A Taxonomy and Survey (2011) (644)
- Experience-Driven Procedural Content Generation (2011) (447)
- Procedural Content Generation in Games (2016) (337)
- Towards automatic personalised content creation for racing games (2007) (299)
- Procedural Content Generation via Machine Learning (PCGML) (2017) (276)
- An experiment in automatic game design (2008) (245)
- Towards Automatic Personalized Content Generation for Platform Games (2010) (241)
- Artificial Intelligence and Games (2018) (235)
- Modeling Player Experience for Content Creation (2010) (234)
- Sentient Sketchbook: Computer-aided game level authoring (2013) (215)
- The 2014 General Video Game Playing Competition (2016) (193)
- Modeling player experience in Super Mario Bros (2009) (184)
- A Panorama of Artificial and Computational Intelligence in Games (2015) (169)
- Search-Based Procedural Content Generation (2010) (163)
- General Video Game AI: Competition, Challenges and Opportunities (2016) (160)
- The 2009 Mario AI Competition (2010) (159)
- Deep Learning for Video Game Playing (2017) (157)
- The Mario AI Benchmark and Competitions (2012) (155)
- General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms (2018) (144)
- What is procedural content generation?: Mario on the borderline (2011) (143)
- The 2010 Mario AI Championship: Level Generation Track (2011) (142)
- Cellular automata for real-time generation of infinite cave levels (2010) (141)
- Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation (2018) (137)
- Neuroevolution in Games: State of the Art and Open Challenges (2014) (131)
- Multiobjective exploration of the StarCraft map space (2010) (127)
- AlphaStar: an evolutionary computation perspective (2019) (125)
- Predicting player behavior in Tomb Raider: Underworld (2010) (123)
- DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution* (2017) (115)
- Evolving levels for Super Mario Bros using grammatical evolution (2012) (115)
- Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning (2019) (114)
- Geometric particle swarm optimization (2008) (112)
- Making Racing Fun Through Player Modeling and Track Evolution (2006) (112)
- Towards multiobjective procedural map generation (2010) (110)
- Super mario evolution (2009) (109)
- Computational Game Creativity (2014) (108)
- Towards a Video Game Description Language (2013) (107)
- Evolving Memory Cell Structures for Sequence Learning (2009) (103)
- Evolving controllers for simulated car racing (2005) (99)
- The 2009 Simulated Car Racing Championship (2010) (99)
- Imitating human playing styles in Super Mario Bros (2013) (98)
- Procedural Content Generation through Quality Diversity (2019) (97)
- General Video Game Level Generation (2016) (93)
- Deep Reinforcement Learning for General Video Game AI (2018) (92)
- The WCCI 2008 simulated car racing competition (2008) (90)
- Procedural Content Generation: Goals, Challenges and Actionable Steps (2013) (87)
- PCGRL: Procedural Content Generation via Reinforcement Learning (2020) (84)
- Evolving robust and specialized car racing skills (2006) (84)
- Towards a Generic Method of Evaluating Game Levels (2013) (83)
- Covariance matrix adaptation for the rapid illumination of behavior space (2019) (82)
- Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics (2018) (79)
- Evolving personas for player decision modeling (2014) (78)
- Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels (2013) (77)
- Product Geometric Crossover for the Sudoku Puzzle (2006) (77)
- Adapting Models of Visual Aesthetics for Personalized Content Creation (2012) (76)
- Increasing generality in machine learning through procedural content generation (2019) (75)
- Game Data Mining (2013) (74)
- Linear levels through n-grams (2014) (72)
- A comparative evaluation of procedural level generators in the Mario AI framework (2014) (72)
- Evolving Interesting Maps for a First Person Shooter (2011) (70)
- Evolution of a subsumption architecture neurocontroller (2004) (70)
- Crowdsourcing the Aesthetics of Platform Games (2013) (69)
- The Mario AI Championship 2009-2012 (2013) (69)
- Pommerman: A Multi-Agent Playground (2018) (68)
- Constrained Novelty Search: A Study on Game Content Generation (2015) (67)
- Constructive generation methods for dungeons and levels (2016) (65)
- Transforming Exploratory Creativity with DeLeNoX, (2021) (65)
- Hierarchical controller learning in a First-Person Shooter (2009) (62)
- Geometric particle swarm optimization for the sudoku puzzle (2007) (62)
- Bootstrapping Conditional GANs for Video Game Level Generation (2019) (61)
- Talakat: bullet hell generation through constrained map-elites (2018) (60)
- Evolving Playable Content for Cut the Rope through a Simulation-Based Approach (2013) (60)
- Deep learning for procedural content generation (2020) (59)
- Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites (2019) (59)
- Autoencoder-augmented neuroevolution for visual doom playing (2017) (56)
- Matching Games and Algorithms for General Video Game Playing (2021) (56)
- Mapping hearthstone deck spaces through MAP-elites with sliding boundaries (2019) (56)
- General Video Game Evaluation Using Relative Algorithm Performance Profiles (2015) (55)
- Patterns and procedural content generation: revisiting Mario in world 1 level 1 (2012) (54)
- Evolving card sets towards balancing dominion (2012) (54)
- Deep Interactive Evolution (2018) (54)
- Robust player imitation using multiobjective evolution (2009) (53)
- Enhancements to constrained novelty search: two-population novelty search for generating game content (2013) (52)
- Procedural Personas as Critics for Dungeon Generation (2015) (51)
- MetaCompose: A Compositional Evolutionary Music Composer (2016) (50)
- Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (2012) (50)
- AI-based playtesting of contemporary board games (2017) (49)
- Monte Mario: platforming with MCTS (2014) (49)
- Measuring Intelligence through Games (2011) (49)
- Controllable procedural map generation via multiobjective evolution (2013) (48)
- AI-based Game Design Patterns (2015) (48)
- Automatic generation and analysis of physics-based puzzle games (2013) (47)
- Towards generating arcade game rules with VGDL (2015) (47)
- A procedural procedural level generator generator (2012) (46)
- Evolving controllers for simulated car racing using object oriented genetic programming (2007) (46)
- Give me a reason to dig Minecraft and psychology of motivation (2013) (45)
- Evolution of Neural Networks for Helicopter Control: Why Modularity Matters (2006) (44)
- The 2007 IEEE CEC simulated car racing competition (2008) (44)
- Artificial and Computational Intelligence in Games (2013) (43)
- Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network (2020) (43)
- Script- and cluster-based UCT for StarCraft (2014) (42)
- Generative agents for player decision modeling in games (2014) (42)
- Playing Atari with Six Neurons (2018) (42)
- Computational intelligence and tower defence games (2011) (41)
- General video game rule generation (2017) (41)
- Assessing Believability (2012) (41)
- Modifying MCTS for Human-Like General Video Game Playing (2016) (40)
- Intentional computational level design (2019) (40)
- Siren: Towards adaptive serious games for teaching conflict resolution (2010) (39)
- Generating diverse opponents with multiobjective evolution (2008) (38)
- The turing test track of the 2012 Mario AI Championship: Entries and evaluation (2013) (37)
- Patterns as Objectives for Level Generation (2013) (36)
- Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning (2007) (36)
- A Card Game Description Language (2013) (36)
- Arms Races and Car Races (2006) (36)
- Towards Player Adaptivity in a Serious Game for Conflict Resolution (2011) (36)
- A multi-level level generator (2014) (36)
- Computational Intelligence in Racing Games (2007) (35)
- Ontogenetic and Phylogenetic Reinforcement Learning (2009) (35)
- Affective evolutionary music composition with MetaCompose (2017) (35)
- Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types (2011) (34)
- Hyper-heuristic general video game playing (2016) (34)
- Designer modeling for Sentient Sketchbook (2014) (33)
- Generative design in minecraft (GDMC): settlement generation competition (2018) (33)
- Searching for good and diverse game levels (2014) (33)
- Geometric differential evolution (2009) (33)
- How to Run a Successful Game-Based AI Competition (2016) (33)
- Feature analysis for modeling game content quality (2011) (33)
- Diverse Agents for Ad-Hoc Cooperation in Hanabi (2019) (32)
- Investigating MCTS modifications in general video game playing (2015) (32)
- Discovering Unique Game Variants (2015) (32)
- Multi-population competitive co-evolution of car racing controllers (2007) (32)
- Designer Modeling for Personalized Game Content Creation Tools (2021) (30)
- The search-based approach (2016) (29)
- Neuroevolutionary constrained optimization for content creation (2011) (29)
- Depth in Strategic Games (2017) (29)
- Adaptive game level creation through rank-based interactive evolution (2013) (29)
- Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191) (2012) (28)
- Mario AI competition (2009) (28)
- Compositional procedural content generation (2012) (28)
- Rotation, Translation, and Cropping for Zero-Shot Generalization (2020) (28)
- Grammars and L-systems with applications to vegetation and levels (2016) (28)
- Portfolio Online Evolution in StarCraft (2021) (28)
- DeepTingle (2017) (27)
- Procedural Level Generation Improves Generality of Deep Reinforcement Learning (2018) (27)
- The Mario AI Championship (2010) (27)
- Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner (2019) (27)
- Personas versus Clones for Player Decision Modeling (2014) (26)
- Optimization of Platform Game Levels for Player Experience (2009) (26)
- Digging Deeper into Platform Game Level Design: Session Size and Sequential Features (2012) (26)
- Spicing Up Map Generation (2012) (26)
- Baba is Y’all: Collaborative Mixed-Initiative Level Design (2020) (26)
- SMUG: Scientific Music Generator (2015) (26)
- Modelling and evaluation of complex scenarios with the Strategy Game Description Language (2011) (25)
- Evolving Game Skill-Depth using General Video Game AI agents (2017) (25)
- Procedural Content Generation: From Automatically Generating Game Levels to Increasing Generality in Machine Learning (2019) (25)
- Online Evolution for Multi-action Adversarial Games (2016) (25)
- Automated Map Generation for the Physical Traveling Salesman Problem (2014) (25)
- Deceptive Games (2018) (24)
- Characteristics of Generatable Games (2014) (24)
- Illuminating diverse neural cellular automata for level generation (2021) (24)
- Geometric Differential Evolution for Combinatorial and Programs Spaces (2013) (24)
- Generating heuristics for novice players (2016) (24)
- Exploring the hearthstone deck space (2018) (23)
- Evolving Agents for the Hanabi 2018 CIG Competition (2018) (23)
- Generating Map Sketches for Strategy Games (2013) (23)
- AtDELFI: automatically designing legible, full instructions for games (2018) (23)
- Geometric PSO + GP = Particle Swarm Programming (2008) (23)
- Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search (2018) (23)
- Towards the automatic generation of card games through grammar-guided genetic programming (2013) (23)
- Learning Controllable Content Generators (2021) (22)
- Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions (2020) (22)
- Mixed-Initiative Level Design with RL Brush (2020) (22)
- Competitive coevolution in Ms. Pac-Man (2013) (22)
- Procedural Generation of 3D Caves for Games on the GPU (2015) (22)
- Generating levels that teach mechanics (2018) (22)
- Procedural Content Generation Using Patterns as Objectives (2014) (21)
- A hybrid search agent in pommerman (2018) (21)
- Blood Bowl: A New Board Game Challenge and Competition for AI (2019) (21)
- DeepMasterPrint: Generating Fingerprints for Presentation Attacks (2017) (21)
- Patterns, Dungeons and Generators (2015) (20)
- Mech-Elites: Illuminating the Mechanic Space of GVG-AI (2020) (20)
- Approximating gradients for differentiable quality diversity in reinforcement learning (2022) (20)
- Optimizing Visual Properties of Game Content Through Neuroevolution (2011) (19)
- Evolving the Hearthstone Meta (2019) (19)
- Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division (2018) (19)
- Towards player-driven procedural content generation (2012) (19)
- Detecting Predatory Behavior in Game Chats (2015) (19)
- Playing with Data: Procedural Generation of Adventures from Open Data (2016) (19)
- "Press Space to Fire": Automatic Video Game Tutorial Generation (2018) (19)
- Sentient World: Human-Based Procedural Cartography - An Experiment in Interactive Sketching and Iterative Refining (2013) (18)
- Evolutionary Methods for Generating Synthetic MasterPrint Templates: Dictionary Attack in Fingerprint Recognition (2018) (18)
- Evolution of the layers in a subsumption architecture robot controller (2003) (18)
- Generating interesting Monopoly boards from open data (2012) (18)
- Constrained Level Generation Through Grammar-Based Evolutionary Algorithms (2016) (18)
- Analyzing the robustness of general video game playing agents (2016) (17)
- Rules and Mechanics (2016) (17)
- AI as Evaluator: Search Driven Playtesting of Modern Board Games (2017) (17)
- Leveling the playing field: fairness in AI versus human game benchmarks (2019) (17)
- Who Killed Albert Einstein? From Open Data to Murder Mystery Games (2018) (17)
- General general game AI (2016) (17)
- Open Trumps, a data game (2014) (16)
- Limitations of Choice-Based Interactive Evolution for Game Level Design (2012) (16)
- The Many AI Challenges of Hearthstone (2019) (16)
- EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains (2017) (16)
- SpeedRock: procedural rocks through grammars and evolution (2011) (16)
- Bar chart ball, a data game (2013) (16)
- Multiobjective techniques for the use of state in genetic programming applied to simulated car racing (2007) (16)
- Level Design Patterns in 2D Games (2019) (15)
- A Fast and Efficient Stochastic Opposition-Based Learning for Differential Evolution in Numerical Optimization (2019) (15)
- Generating game content from open data (2012) (15)
- AI-Assisted Game Debugging with Cicero (2018) (15)
- The 2017 AIBIRDS Level Generation Competition (2019) (15)
- Automated Playtesting of Matching Tile Games (2019) (15)
- General Video Game Artificial Intelligence (2019) (15)
- Evolving models of player decision making: Personas versus clones (2016) (15)
- Mario Level Generation From Mechanics Using Scene Stitching (2020) (15)
- Balanced civilization map generation based on Open Data (2015) (14)
- Fully Differentiable Procedural Content Generation through Generative Playing Networks (2020) (14)
- The IM-CLeVeR Project : Intrinsically Motivated Cumulative Learning Versatile Robots (2009) (14)
- Generating beginner heuristics for simple texas hold'em (2018) (14)
- Evolving Game-Specific UCB Alternatives for General Video Game Playing (2017) (14)
- AI Researchers, Video Games are your Friends! (2015) (13)
- The AI Settlement Generation Challenge in Minecraft (2020) (13)
- Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi (2020) (13)
- Showdown AI competition (2017) (13)
- Pitako - Recommending Game Design Elements in Cicero (2019) (13)
- Countering Poisonous Inputs with Memetic Neuroevolution (2008) (13)
- Measuring and Optimizing Behavioral Complexity for Evolutionary Reinforcement Learning (2009) (13)
- Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis (2018) (13)
- Video Game Level Repair via Mixed Integer Linear Programming (2020) (12)
- Data Adventures (2015) (12)
- Murder Mystery Generation from Open Data (2016) (12)
- DATA agent (2018) (12)
- Co-generation of game levels and game-playing agents (2020) (12)
- Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study (2013) (12)
- Generating Novice Heuristics for Post-Flop Poker (2018) (12)
- A Procedural Critique of Deontological Reasoning (2011) (12)
- Moody Music Generator: Characterising Control Parameters Using Crowdsourcing (2015) (12)
- Monte-Carlo Tree Search for Persona Based Player Modeling (2015) (11)
- Audioverdrive: Exploring Bidirectional Communication between Music and gameplay (2013) (11)
- AlphaStar (2019) (11)
- Sensorless but not Senseless: Prediction in Evolutionary Car Racing (2007) (11)
- SeekWhence a retrospective analysis tool for general game design (2017) (10)
- Evolving in-game mood-expressive music with MetaCompose (2018) (10)
- Inertial geometric particle swarm optimization (2009) (10)
- Guest Editorial: General Games (2014) (10)
- A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking (2018) (10)
- Activity-aware recommendation for collaborative work in operating rooms (2012) (10)
- Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz (2005) (10)
- Generative Design in Minecraft: Chronicle Challenge (2019) (10)
- A Progressive Approach to Content Generation (2015) (10)
- Patterns and Procedural Content Generation (2012) (10)
- Fractals, noise and agents with applications to landscapes (2016) (9)
- New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation (2018) (9)
- Game mechanics telling stories? An experiment (2015) (9)
- Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games (2019) (9)
- Organic building generation in minecraft (2019) (9)
- Monte-Carlo Tree Search for Simulated Car Racing (2015) (9)
- Advanced Cauchy Mutation for Differential Evolution in Numerical Optimization (2019) (9)
- Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks (2021) (9)
- Computationally Intelligent Collaborative EnviROnment for game and level design (2017) (9)
- Can you feel it?: evaluation of affective expression in music generated by MetaCompose (2017) (8)
- Active player modelling (2013) (8)
- Learning to Generate Levels From Nothing (2020) (8)
- Emotion-driven level generation (2016) (8)
- Computational intelligence and cognitive performance assessment games (2016) (8)
- The experience-driven perspective (2016) (8)
- Guest Editorial: Procedural Content Generation in Games (2011) (8)
- Creativity Facet Orchestration : the Whys and the Hows (2018) (8)
- Towards Game-based Metrics for Computational Co-Creativity (2018) (7)
- New And Surprising Ways to Be Mean (2018) (7)
- Artificial evolution for the detection of group identities in complex artificial societies (2013) (7)
- Evolving maps and decks for ticket to ride (2018) (7)
- Evolving UCT Alternatives for General Video Game Playing (2016) (7)
- Multi-Objective level generator generation with Marahel (2020) (7)
- Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051) (2015) (7)
- Evaluation of a Recommender System for Assisting Novice Game Designers (2019) (7)
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (2015) (7)
- Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning (2020) (6)
- Lode Encoder: AI-constrained co-creativity (2021) (6)
- DeepMasterPrint: Fingerprint Spoofing via Latent Variable Evolution (2017) (6)
- Playing Smart (2019) (6)
- Representations for search-based methods (2016) (6)
- Physics-informed attention-based neural network for solving non-linear partial differential equations (2021) (6)
- Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130) (2019) (6)
- Learning what to ignore: Memetic climbing in topology and weight space (2008) (6)
- Experience-driven procedural content generation (Extended abstract) (2015) (5)
- Toward Designer Modeling Through Design Style Clustering (2020) (5)
- Data-driven Design: A Case for Maximalist Game Design (2018) (5)
- Talakat (2018) (5)
- Competitions @ WCCI-2008: simulated car racing competition (2007) (5)
- Tree Search versus Optimization Approaches for Map Generation (2020) (5)
- Hackademics : A Case for Game Jams At Academic Conferences (2015) (5)
- Self-referential quality diversity through differential MAP-Elites (2021) (5)
- Assessing the Effects of Interacting with MAP-Elites (2021) (5)
- Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset (2022) (5)
- Two-step constructive approaches for dungeon generation (2019) (5)
- Geometric Nelder-Mead Algorithm for the permutation representation (2010) (5)
- BrainCrafter: An investigation into human-based neural network engineering (2015) (5)
- Nonlinear dynamics modelling for controller evolution (2007) (4)
- AI for General Strategy Game Playing (2014) (4)
- Tree Search vs Optimization Approaches for Map Generation (2019) (4)
- Simulated car racing (2009) (4)
- Activity recognition in collaborative environments (2012) (4)
- Scheduling Tasks for Software Crowdsourcing Platforms to Reduce Task Failure (2020) (4)
- Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games (2017) (4)
- Shifting niches for community structure detection (2013) (4)
- Word Autobots: Using Transformers for Word Association in the Game Codenames (2020) (4)
- Geometric PSO plus GP = Particle Swarm Programming (2008) (4)
- Multi-Stage Transfer Learning with an Application to Selection Process (2020) (4)
- Interaction-based group identity detection via reinforcement learning and artificial evolution (2013) (4)
- Artificial Agents for the Strategy Game Description Language (2011) (4)
- Applications of Evolutionary Computation (2011) (4)
- The Case for a Mixed-Initiative Collaborative Neuroevolution Approach (2014) (4)
- Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners (2020) (4)
- Exploring a large space of small games (2014) (3)
- A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games (2015) (3)
- Ethical Considerations for Player Modeling (2017) (3)
- Chapter 3 Constructive generation methods for dungeons and levels (2015) (3)
- Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (2011) (3)
- Towards an experiment on perception of affective music generation using MetaCompose (2018) (3)
- The AI Settlement Generation Challenge in Minecraft: First Year Report (2021) (3)
- Transfer Dynamics in Emergent Evolutionary Curricula (2022) (3)
- Towards understanding the effects of neutrality on the sudoku problem (2007) (3)
- Playing Games Across the Superintelligence Divide (2016) (3)
- Co-creating game content using an adaptive model of user taste (2012) (3)
- Impressions of the GDMC AI Settlement Generation Challenge in Minecraft (2021) (3)
- The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs] (2011) (3)
- Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask (2019) (3)
- A comparative sequence analysis of career paths among knowledge workers in a multinational bank (2017) (3)
- Mutation Models: Learning to Generate Levels by Imitating Evolution (2022) (3)
- Model-free Neural Counterfactual Regret Minimization with Bootstrap Learning (2020) (3)
- Evaluating RL Agents in Hanabi with Unseen Partners (2020) (3)
- Drawing without replacement as a game mechanic (2018) (3)
- Video Games as a Testbed for Open-Ended Phenomena (2021) (3)
- Frontiers of Game AI Research (2018) (3)
- Chapter 6 Rules and mechanics (2016) (3)
- Learning Controllable 3D Level Generators (2022) (2)
- Marahel: A Language for Constructive Level Generation (2021) (2)
- Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents (2020) (2)
- 2011 IEEE Conference on Computational Intelligence and Games (2011) (2)
- Measuring and Optimizing Behavioral Complexity (2009) (2)
- ACM-DE: Adaptive p-best Cauchy Mutation with linear failure threshold reduction for Differential Evolution in numerical optimization (2019) (2)
- Predictive Physics Simulation in Game Mechanics (2017) (2)
- Game AI Panorama (2018) (2)
- Reinforcement Learning with Dual-Observation for General Video Game Playing (2020) (2)
- Automatic Critical Mechanic Discovery Using Playtraces in Video Games (2019) (2)
- Primal-improv: Towards co-evolutionary musical improvisation (2017) (2)
- Generating and Adapting to Diverse Ad-Hoc Partners in Hanabi (2020) (1)
- AI-based Games: Contrabot and What Did You Do? (2015) (1)
- Mario al competition (2009) (1)
- Learning to Generate Levels by Imitating Evolution (2022) (1)
- Aesthetic Bot: Interactively Evolving Game Maps on Twitter (2022) (1)
- Playing Atari with few neurons (2021) (1)
- Automatic Critical Mechanic Discovery in Video Games (2019) (1)
- Reports of the Workshops of the 32nd AAAI Conference on Artificial Intelligence (2018) (1)
- Word embedding for job market spatial representation: tracking changes and predicting skills demand (2020) (1)
- Predicting Personas Using Mechanic Frequencies and Game State Traces (2022) (1)
- Unified Multi-Domain Learning and Data Imputation using Adversarial Autoencoder (2020) (1)
- Greedy Scheduling: A Neural Network Method to Reduce Task Failure in Software Crowdsourcing (2021) (1)
- IEEE Transactions on Games: A Leading Journal for Games Research (2018) (1)
- Human-in-the-Loop AI for Analysis of Free Response Facial Expression Label Sets (2020) (1)
- CIS Publication Spotlight [Publication Spotlight] (2019) (1)
- Using reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societies (2013) (1)
- Playing Atari with Six Neurons (Extended Abstract) (2020) (1)
- The simulated car racing competition @ CIG-2008: events reports (2008) (1)
- AtDELFI (2018) (1)
- 3 What Is (Artificial) Intelligence (2018) (1)
- Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System (2022) (1)
- Content-Based Image Retrieval of Skin Lesions by Evolutionary Feature Synthesis (2010) (1)
- An Evolutionary Bayesian Network Learning Algorithm using Feature Subset Selection for Bayesian Network Classifiers (2017) (1)
- Aalborg Universitet A Progressive Approach to Content Generation (2015) (1)
- Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence (2017) (1)
- Resource systems in games: An analytical approach (2012) (1)
- Computer Games (2015) (1)
- GECCO ’14: Proceedings of the 2014 conference on Genetic and evolutionary computation (2014) (1)
- Cicero A mixed-initiative AI-assisted game design tool (2017) (1)
- Game Mechanic Alignment Theory and Discovery (2021) (1)
- Concurrent Activity Recognition For Clinical Work (2012) (0)
- Towards Co-Evolutionary Musical Improvisation (2017) (0)
- Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space (2022) (0)
- Increasing generality in machine learning through procedural content generation (2020) (0)
- Towards market seller modeling in World of Warcraft (2014) (0)
- The AI Settlement Generation Challenge in Minecraft (2020) (0)
- MetaCompose : A Compositional Evolutionary Music (2016) (0)
- CIS Publication Spotlight [Publication Spotlight] (2018) (0)
- Evolving Cell Structures for Sequence Learning (2009) (0)
- Condition 1 Action 1 Condition 2 Action 2 Condition 3 Action 3 Default (2018) (0)
- AAAI-2019 Workshop on Games and Simulations for Artificial Intelligence (2019) (0)
- AI FOR GENERAL STRATEGY GAME PLAYING AI FOR GENERAL STRATEGY GAME PLAYING (2013) (0)
- Reports of the Workshops Held at the 2019 AAAI Conference on Artificial Intelligence (2019) (0)
- How should I Play This Game? An Evolutionary Algorithm for Task Arrival Scheduling in Crowdsourced Software Development (2020) (0)
- Controllable procedural map generation via multiobjective evolution (2013) (0)
- Fingerprint vulnerabilities (2019) (0)
- Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures (2022) (0)
- In the Beginning of AI, There Were Games (2019) (0)
- Evolutionary computation and games tutorial (2018) (0)
- CIS Publication Spotlight [Publication Spotlight] (2020) (0)
- CIS Publication Spotlight [Publication Spotlight] (2021) (0)
- Adversarial Autoencoder and Multi-Task Semi-Supervised Learning for Multi-stage Process (2020) (0)
- Shonan Meeting Report No . 130 Artificial General Intelligence in Games : Where Play Meets Design and User Experience (2019) (0)
- Evolutionary computation and games (2020) (0)
- Panel Discussion at Seminar Automated Game Design (2013) (0)
- Chapter 12: Game Data Mining (2012) (0)
- Watts: Infrastructure for Open-Ended Learning (2022) (0)
- Gamification of publication metadata : to playfully explore our data (2015) (0)
- Understanding the Great Resignation An Analysis of Job Ads and Attrition Data (0)
- Chapter 10 The experience-driven perspective (2016) (0)
- Evolutionary Computation and Games (2016) (0)
- O V : Towards CoEvolutionary Musical Improvisation (2017) (0)
- Interactive Latent Variable Evolution for the Generation of Minecraft Structures (2023) (0)
- AI Birds Competition Level Generation Track (2016) (0)
- ChatGPT4PCG Competition: Character-like Level Generation for Science Birds (2023) (0)
- Game Mechanic Alignment Theory (2021) (0)
- Detecting Predatory Behaviour in Game Chats (2015) (0)
- Choose Your Weapon: Survival Strategies for Depressed AI Academics (2023) (0)
- Search-Based Exploration and Diagnosis of TOAD-GAN (2021) (0)
- Affective evolutionary music composition with MetaCompose (2017) (0)
- 5 Growing a Mind and Learning to Play (2018) (0)
- Diversity and Novelty MasterPrints: Generating Multiple DeepMasterPrints for Increased User Coverage (2022) (0)
- Deep Reinforcement Learning and Games [Guest Editorial] (2019) (0)
- CIS Publication Spotlight [Publication Spotlight] (2021) (0)
- Chapter 6-Procedural Content Generation in GVGAI (2019) (0)
- ELIMINATION from Design to Analysis (2019) (0)
- CIS Publication Spotlight [Publication Spotlight] (2018) (0)
- Reports of the Workshops of the 31 st AAAI Conference on Artificial Intelligence (2017) (0)
- Do You Need to Be Intelligent to Play Games? (2019) (0)
- A RECOMMENDER SYSTEM FOR GAME MECHANICS Video Game Description Language-VGDL (2016) (0)
- The 2009 MarioAI Competition (2010) (0)
- Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511) (2019) (0)
- Chapter 9 Representations for search-based methods (2016) (0)
- 4 Do Video Games Have Artificial Intelligence (2018) (0)
- An Evolutionary Algorithm for Task Scheduling in Crowdsourced Software Development (2021) (0)
- Lode Enhancer: Level Co-creation Through Scaling (2023) (0)
- Artificial and Computational Intelligence in Games: Integration (2015) (0)
- CIS Publication Spotlight [Publication Spotlight] (2022) (0)
- Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials (2022) (0)
- CIS Publication Spotlight [Publication Spotlight] (2020) (0)
- CIS Publication Spotlight [Publication Spotlight] (2019) (0)
- Generating Diverse Indoor Furniture Arrangements (2022) (0)
- Generating Items Selecting Victim Evolving Set of Suspects Generating Paths to Suspects Generating Cities & Buildings Generating NPCs Adding Dialogue Adding Blocks & Solutions Playable Adventure (2018) (0)
- CIS Publication Spotlight [Publication Spotlight] (2020) (0)
- Adaptive artificial intelligence in games (2012) (0)
- Editorial IEEE Transactions on Games: The First Four Years (2021) (0)
- Chapter 1 Assessing Believability (2011) (0)
- Adversarial Encoder-Multi-Task-Decoder for Multi-Stage Processes (2020) (0)
- 7 Automating Creativity (2018) (0)
- [A cariological study in filling-free patients 18-20 years old]. (1982) (0)
- The Many AI Challenges of Hearthstone (2019) (0)
- CIS Publication Spotlight [Publication Spotlight] (2019) (0)
- Computer Games: Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held (2016) (0)
- Robust Reinforcement Learning for General Video Game Playing (2020) (0)
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