Collaborated with:
Georgios N. Yannakakis Antonios Liapis Andy Nealen Noor Shaker Ahmed Khalifa Fernando de Mesentier Silva Christoffer Holmgård S.M.Lucas Marie Gustafsson Friberger Gabriella A. B. Barros Michael Cerny Green Christoph Salge Scott Lee Rodrigo Canaan J.Schmidhuber Steve Dahlskog Tobias Mahlmann Alessandro Canossa ∅ Tiago Machado Mohammad Shaker Sebastian Risi Mike Preuss Chris Pedersen Stefan Menzel Philip Bontrager Andre Mendes Diego Perez Liebana Sergey Karakovskiy M.J.Nelson Samuel Alvernaz Anders Drachen Aaron Isaksen Daniele Loiacono P.L.Lanzi G.Smith Niels Justesen Luvneesh Mugrai Daniel Gopstein R.G.Reynolds Miguel Nicolau Michael O'Neill 0001 Ruben Rodriguez Torrado Renzo De Nardi Niels van Hoorn Josep B. Martinez Sheng-Yi Hsu Chung-tsai Sun S.Björk Lars Henriksen Christian Guckelsberger Amy K. Hoover D.Gopstein J.Koutník Tróndur Justinussen Peter Hald Rasmussen Manuel Kerssemakers Jeppe Tuxen Héctor Perez Martínez José María Font Daniel Manrique Balint Tillman Andrew Borg Cardona Aske Walther Hansen Frederik Frydenberg Kasper R. Andersen Thorbjørn S. Nielsen Kristian Hjaltason Steffen Christophersen Benjamin Mark Tudor Berechet P.Hämäläinen Xiaoxiao Ma Jari Takatalo Sasha Makarovych Frank Lantz Alberto Alvarez José M. Font Michael Cook 0001 A.M.Smith Tommy Thompson A.Zook Leonard Kinnaird-Heether Alexandros Agapitos Andreas Konstantinidis 0002 Daniel Ashlock Corrado Grappiolo Y.Cheong R.Khaled Mhd Hasan Sarhan Ola Al Naameh Britton Horn Jacob Fischer Nikolaj Falsted Mathias Vielwerth Che Wang P.Chen Yuanda Li Spyridon Samothrakis T.Schaul Jialin Liu 0001 Diego Pérez-Liébana Daniele Gravina Sarjak Thakkar Changxing Cao Lifan Wang Tae Jong Choi Nicola Beume Simon Wessing J.Hagelbäck Haotian Shen Aditya Bhatt Connor W. Watson Hongwei Zhou Yichen Gong Damien Anderson Matthew Stephenson Angela Wang O.Nov Andrew Nealen Lasse Møller Uth Christopher Jakobsen Peter David Moore Matthew C. Fontaine Athoug Alsoughayer Divyesh Surana Mirjam Eladhari Matt Simmerson Yago Sáez Likith Poovanna Vinay Sudha Ethiraj Stefan J. Johansson Tom Schumann Marcus Gallagher Mike Treanor Mirjam P. Eladhari B.Magerko J.Levine
Talks about:
game (49) generat (25) level (15) design (12) player (10) general (9) content (9) model (9) mario (9) base (9)
Person: Julian Togelius
DBLP: Togelius:Julian
Facilitated 2 volumes:
Contributed to:
Wrote 103 papers:
- CIG-2005-TogeliusL #composition #game studies #symmetry
- Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz (JT, SML).
- CIG-2007-LucasT #difference #evolution #learning
- Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning (SML, JT), pp. 260–267.
- CIG-2007-TogeliusNL #automation #game studies #personalisation #towards
- Towards automatic personalised content creation for racing games (JT, RDN, SML), pp. 252–259.
- CIG-2008-AgapitosTLSK #evolution #generative #multi
- Generating diverse opponents with multiobjective evolution (AA, JT, SML, JS, AK0), pp. 135–142.
- CIG-2008-LoiaconoTLKLSPRS #contest
- The WCCI 2008 simulated car racing competition (DL, JT, PLL, LKH, SML, MS, DPL, RGR, YS), pp. 119–126.
- CIG-2008-TogeliusS #automation #design #empirical #game studies
- An experiment in automatic game design (JT, JS), pp. 111–118.
- AIIDE-2009-PedersenTY #experience #framework #game studies #optimisation #platform
- Optimization of Platform Game Levels for Player Experience (CP, JT, GNY).
- CIG-2009-HoornTS #learning
- Hierarchical controller learning in a First-Person Shooter (NvH, JT, JS), pp. 294–301.
- CIG-2009-LoiaconoTL
- Simulated car racing (DL, JT, PLL).
- CIG-2009-PedersenTY #experience #modelling
- Modeling player experience in Super Mario Bros (CP, JT, GNY), pp. 132–139.
- CIG-2009-Togelius #contest
- Mario AI competition (JT).
- CIG-2009-TogeliusKKS #evolution
- Super mario evolution (JT, SK, JK, JS), pp. 156–161.
- AIIDE-2010-ShakerYT #automation #framework #game studies #generative #personalisation #platform #towards
- Towards Automatic Personalized Content Generation for Platform Games (NS, GNY, JT).
- CIG-2010-KarakovskiySTY
- The Mario AI Championship (SK, NS, JT, GNY), pp. 1–3.
- CIG-2010-MahlmannDTCY #behaviour #predict
- Predicting player behavior in Tomb Raider: Underworld (TM, AD, JT, AC, GNY), pp. 178–185.
- CIG-2010-TogeliusPBWHY #multi
- Multiobjective exploration of the StarCraft map space (JT, MP, NB, SW, JH, GNY), pp. 265–272.
- AIIDE-2011-LiapisYT #game studies #optimisation #visual notation
- Optimizing Visual Properties of Game Content Through Neuroevolution (AL, GNY, JT).
- CIG-2011-LiapisYT #optimisation
- Neuroevolutionary constrained optimization for content creation (AL, GNY, JT), pp. 71–78.
- CIG-2011-MahlmannTY #evaluation #game studies #modelling
- Modelling and evaluation of complex scenarios with the Strategy Game Description Language (TM, JT, GNY), pp. 174–181.
- CIG-2011-ReynoldsAYTP #algorithm #named #social
- Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (RGR, DA, GNY, JT, MP).
- CIG-2011-ShakerYT #analysis #game studies #modelling #quality
- Feature analysis for modeling game content quality (NS, GNY, JT), pp. 126–133.
- DiGRA-2011-Togelius #reasoning
- A Procedural Critique of Deontological Reasoning (JT).
- VS-Games-2011-GrappioloCTKY #adaptation #game studies #towards
- Towards Player Adaptivity in a Serious Game for Conflict Resolution (CG, YGC, JT, RK, GNY), pp. 192–198.
- AIIDE-2012-ShakerYTNO #evolution #personalisation #using
- Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (NS, GNY, JT, MN, MO0).
- CIG-2012-FribergerT #generative #open data
- Generating interesting Monopoly boards from open data (MGF, JT), pp. 288–295.
- CIG-2012-JustinussenRCT #approach #game studies
- Resource systems in games: An analytical approach (TJ, PHR, AC, JT), pp. 171–178.
- CIG-2012-KerssemakersTTY #generative
- A procedural procedural level generator generator (MK, JT, JT, GNY), pp. 335–341.
- CIG-2012-ShakerNYTO #evolution #using
- Evolving levels for Super Mario Bros using grammatical evolution (NS, MN, GNY, JT, MO0), pp. 304–311.
- FDG-2012-FribergerT #game studies #generative #open data
- Generating game content from open data (MGF, JT), pp. 290–291.
- AIIDE-2013-HolmgardTY #case study
- Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study (CH, JT, GNY).
- AIIDE-2013-LiapisYT #game studies #towards
- Towards a Generic Method of Evaluating Game Levels (AL, GNY, JT).
- AIIDE-2013-ShakerST #approach #evolution
- Evolving Playable Content for Cut the Rope through a Simulation-Based Approach (NS, MS, JT).
- AIIDE-2013-ShakerST13a #authoring #design #named #optimisation
- Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels (NS, MS, JT).
- CIG-2013-CanossaMT #motivation
- Give me a reason to dig Minecraft and psychology of motivation (AC, JBM, JT), pp. 1–8.
- CIG-2013-LiapisMTY #adaptation #evolution #game studies #interactive
- Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
- CIG-2013-ShakerSNST #analysis #automation #game studies #generative
- Automatic generation and analysis of physics-based puzzle games (MS, MHS, OAN, NS, JT), pp. 1–8.
- CIG-2013-ShakerTYPEJRKSG #evaluation
- The turing test track of the 2012 Mario AI Championship: Entries and evaluation (NS, JT, GNY, LP, VSE, SJJ, RGR, LKH, TS, MG), pp. 1–8.
- FDG-2013-FontMMT #automation #game studies #generative #programming #search-based #towards
- Towards the automatic generation of card games through grammar-guided genetic programming (JMF, TM, DM, JT), pp. 360–363.
- FDG-2013-LiapisYT #authoring #game studies #sketching
- Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
- FDG-2013-TogeliusF #game studies
- Bar chart ball, a data game (JT, MGF), pp. 451–452.
- CIG-2014-BarrosT #game studies #scalability
- Exploring a large space of small games (GABB, JT), pp. 1–2.
- CIG-2014-DahlskogT #generative #multi
- A multi-level level generator (SD, JT), pp. 1–8.
- CIG-2014-HolmgardLTY #evolution #modelling
- Evolving personas for player decision modeling (CH, AL, JT, GNY), pp. 1–8.
- CIG-2014-HsuTS #modelling #towards
- Towards market seller modeling in World of Warcraft (SYH, JT, CtS), pp. 1–2.
- CIG-2014-JustesenTTR #clustering
- Script- and cluster-based UCT for StarCraft (NJ, BT, JT, SR), pp. 1–8.
- CIG-2014-LiapisYT #design #modelling #sketching
- Designer modeling for Sentient Sketchbook (AL, GNY, JT), pp. 1–8.
- CIG-2014-PreussLT #game studies
- Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
- FDG-2014-CardonaHTF #game studies
- Open Trumps, a data game (ABC, AWH, JT, MGF).
- FDG-2014-HolmgardLTY #game studies #generative #modelling
- Generative agents for player decision modeling in games (CH, AL, JT, GNY).
- FDG-2014-HornDSST #comparative #evaluation #framework #generative
- A comparative evaluation of procedural level generators in the Mario AI framework (BH, SD, NS, GS, JT).
- FDG-2014-TogeliusSY #modelling
- Active player modelling (JT, NS, GNY).
- CIG-2015-FrydenbergART #game studies #video
- Investigating MCTS modifications in general video game playing (FF, KRA, SR, JT), pp. 107–113.
- CIG-2015-NielsenBTN #game studies #generative #towards
- Towards generating arcade game rules with VGDL (TSN, GABB, JT, MJN), pp. 185–192.
- FDG-2015-CookESSTTZ #game studies #question #what
- AI-based Games: Contrabot and What Did You Do? (MC0, ME, AMS, GS, TT, JT, AZ).
- FDG-2015-DahlskogTB #generative
- Patterns, Dungeons and Generators (SD, JT, SB).
- FDG-2015-FischerFVTR #monte carlo
- Monte-Carlo Tree Search for Simulated Car Racing (JF, NF, MV, JT, SR).
- FDG-2015-HjaltasonCTN #empirical #game studies
- Game mechanics telling stories? An experiment (KH, SC, JT, MJN).
- FDG-2015-HolmgardLTY #game studies #modelling
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (CH, AL, JT, GNY).
- FDG-2015-MarkBMT #3d #game studies #generative #gpu
- Procedural Generation of 3D Caves for Games on the GPU (BM, TB, TM, JT).
- FDG-2015-TreanorZETSCTML #design pattern #game studies
- AI-based Game Design Patterns (MT, AZ, MPE, JT, GS, MC0, TT, BM, JL, AMS).
- AIIDE-2016-BontragerKMT #algorithm #game studies #video
- Matching Games and Algorithms for General Video Game Playing (PB, AK, AM, JT), pp. 122–128.
- AIIDE-2016-WangCLHT #evolution #online
- Portfolio Online Evolution in StarCraft (CW, PC, YL, CH, JT), pp. 114–121.
- CIG-2016-HolmgardTH #assessment #game studies #performance
- Computational intelligence and cognitive performance assessment games (CH, JT, LH), pp. 1–8.
- CIG-2016-LiebanaSTSL #game studies #robust #video
- Analyzing the robustness of general video game playing agents (DPL, SS, JT, TS, SML), pp. 1–8.
- CIG-2016-MendesTN #game studies #video
- Hyper-heuristic general video game playing (AM, JT, AN), pp. 1–8.
- CIG-2016-SilvaITN #generative #heuristic
- Generating heuristics for novice players (FdMS, AI, JT, AN), pp. 1–8.
- CIG-2016-TogeliusY #game studies
- General general game AI (JT, GNY), pp. 1–8.
- DiGRA-FDG-2016-BarrosLT #game studies #generative #open data
- Playing with Data: Procedural Generation of Adventures from Open Data (GABB, AL, JT).
- CHI-PLAY-2017-HamalainenMTT #game studies #physics #predict #simulation
- Predictive Physics Simulation in Game Mechanics (PH, XM, JT, JT), pp. 497–505.
- CIG-2017-AlvernazT #game studies #visual notation
- Autoencoder-augmented neuroevolution for visual doom playing (SA, JT), pp. 1–8.
- CIG-2017-KhalifaGLT #game studies #generative #video
- General video game rule generation (AK, MCG, DPL, JT), pp. 170–177.
- CIG-2017-LeeT #contest
- Showdown AI competition (SL, JT), pp. 191–198.
- FDG-2017-MachadoNT #analysis #design #game studies
- SeekWhence a retrospective analysis tool for general game design (TM, AN, JT), p. 6.
- FDG-2017-SilvaLTN #game studies
- AI-based playtesting of contemporary board games (FdMS, SL, JT, AN), p. 10.
- AIIDE-2018-CanossaMTD #profiling #string
- Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division (AC, SM, JT, AD), pp. 152–158.
- CIG-2018-CanaanMTN #game studies #metric #towards
- Towards Game-based Metrics for Computational Co-Creativity (RC, SM, JT, AN), pp. 1–8.
- CIG-2018-CanaanSTTNM #contest #evolution
- Evolving Agents for the Hanabi 2018 CIG Competition (RC, HS, RRT, JT, AN, SM), pp. 1–8.
- CIG-2018-GuckelsbergerST
- New And Surprising Ways to Be Mean (CG, CS, JT), pp. 1–8.
- CIG-2018-SilvaTLN #generative #heuristic
- Generating Novice Heuristics for Post-Flop Poker (FdMS, JT, FL, AN), pp. 1–8.
- CIG-2018-TorradoBT0P #game studies #learning #video
- Deep Reinforcement Learning for General Video Game AI (RRT, PB, JT, JL0, DPL), pp. 1–8.
- FDG-2018-BhattLSWTH
- Exploring the hearthstone deck space (AB, SL, FdMS, CWW, JT, AKH), p. 10.
- FDG-2018-GreenBLT
- DATA agent (MCG, GABB, AL, JT), p. 10.
- FDG-2018-GreenKBMNT #automation #design #game studies #named
- AtDELFI: automatically designing legible, full instructions for games (MCG, AK, GABB, TM, AN, JT), p. 10.
- FDG-2018-GreenKBNT #education #generative
- Generating levels that teach mechanics (MCG, AK, GABB, AN, JT), p. 8.
- FDG-2018-SalgeGCT #contest #design #generative
- Generative design in minecraft (GDMC): settlement generation competition (CS, MCG, RC, JT), p. 10.
- FDG-2018-SilvaLTN #evolution
- Evolving maps and decks for ticket to ride (FdMS, SL, JT, AN), p. 7.
- FDG-2018-SilvaSITN #game studies
- Drawing without replacement as a game mechanic (FdMS, CS, AI, JT, AN), p. 6.
- FDG-2018-ZhouGMKNT #hybrid
- A hybrid search agent in pommerman (HZ, YG, LM, AK, AN, JT), p. 4.
- AIIDE-2019-BontragerKASST #game studies #learning #network
- “Superstition” in the Network: Deep Reinforcement Learning Plays Deceptive Games (PB, AK, DA, MS, CS, JT), pp. 10–16.
- AIIDE-2019-MachadoGWNNT #design #evaluation #game studies #recommendation
- Evaluation of a Recommender System for Assisting Novice Game Designers (TM, DG, AW, ON, AN, JT), pp. 167–173.
- CoG-2019-AlvarezDFT #design #interactive #quality
- Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites (AA, SD, JMF, JT), pp. 1–8.
- CoG-2019-CanaanTNM #ad hoc
- Diverse Agents for Ad-Hoc Cooperation in Hanabi (RC, JT, AN, SM), pp. 1–8.
- CoG-2019-GravinaKLTY #generative #quality
- Procedural Content Generation through Quality Diversity (DG, AK, AL, JT, GNY), pp. 1–8.
- CoG-2019-JustesenUJMTR #challenge #contest #game studies
- Blood Bowl: A New Board Game Challenge and Competition for AI (NJ, LMU, CJ, PDM, JT, SR), pp. 1–8.
- CoG-2019-KhalifaGT #analysis #design
- ELIMINATION from Design to Analysis (AK, DG, JT), pp. 1–4.
- CoG-2019-KhalifaST #2d #design pattern #game studies
- Level Design Patterns in 2D Games (AK, FdMS, JT), pp. 1–8.
- CoG-2019-MachadoGNT #design #game studies #recommendation
- Pitako - Recommending Game Design Elements in Cicero (TM, DG, AN, JT), pp. 1–8.
- CoG-2019-MugraiSHT #automation #game studies
- Automated Playtesting of Matching Tile Games (LM, FdMS, CH, JT), pp. 1–7.
- CoG-2019-SilvaCLFTH #evolution
- Evolving the Hearthstone Meta (FdMS, RC, SL, MCF, JT, AKH), pp. 1–8.
- CoG-2019-ThakkarCWCT #algorithm #generative
- Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner (ST, CC, LW, TJC, JT), pp. 1–4.
- FDG-2019-CanaanSTN #benchmark #game studies #metric
- Leveling the playing field: fairness in AI versus human game benchmarks (RC, CS, JT, AN), p. 8.
- FDG-2019-GreenKASLT #generative
- Two-step constructive approaches for dungeon generation (MCG, AK, AA, DS, AL, JT), p. 7.
- FDG-2019-GreenST #generative
- Organic building generation in minecraft (MCG, CS, JT), p. 7.