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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 DBLP: Togelius:Julian

Facilitated 2 volumes:

CIG 2010Ed
FDG 2015Ed

Contributed to:

CIG 20052005
CIG 20072007
CIG 20082008
AIIDE 20092009
CIG 20092009
AIIDE 20102010
CIG 20102010
AIIDE 20112011
CIG 20112011
DiGRA 20112011
VS-Games 20112011
AIIDE 20122012
CIG 20122012
FDG 20122012
AIIDE 20132013
CIG 20132013
FDG 20132013
CIG 20142014
FDG 20142014
CIG 20152015
FDG 20152015
AIIDE 20162016
CIG 20162016
DiGRA/FDG 20162016
CHI PLAY 20172017
CIG 20172017
FDG 20172017
AIIDE 20182018
CIG 20182018
FDG 20182018
AIIDE 20192019
CoG 20192019
FDG 20192019

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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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