Publications

2021

    2020

    • Tree Search versus Optimization Approaches for Map Generation

      Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius

      AIIDE

    • Word Autobots: Using Transformers for Word Association in the Game Codenames

      Catalina M. Jaramillo, Megan Charity, Rodrigo Canaan, Julian Togelius

      AAAI AIIDE

    • Rotation, Translation, and Cropping for Zero-Shot Generalization

      Chang Ye, Ahmed Khalifa, Philip Bontrager, Julian Togelius

      IEEE Conference on Games 2020

    • Mario Level Generation From Mechanics Using Scene Stitching

      Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius

      Foundations of Digital Games Conference

    • Mech-Elites: Illuminating the Mechanic Space of GVGAI

      Megan Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius

    • Fully Differentiable Procedural Content Generation through Generative Playing Networks

      Philip Bontrager, Julian Togelius

    • Interactive Constrained MAP-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions

      Alberto Alvarez, Steve Dahlskog, Jose Font, Julian Togelius

    • Adversarial Encoder-Multi-Task-Decoder for Multi-Stage Processes

      Andre Mendes, Julian Togelius, Leandro dos Santos Coelho

    • Unified Multi-Domain Learning and Data Imputation using Adversarial Autoencoder

      Andre Mendes, Julian Togelius, Leandro dos Santos Coelho

    • Baba is Y’all: Collaborative Mixed-Initiative Level Design

      Megan Charity, Ahmed Khalifa, Julian Togelius

    • Towards Designer Modeling through Design Style Clustering

      Alberto Alvarez, Jose Font, Julian Togelius

    • Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners

      Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel

    • Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi

      Rodrigo Canaan, Xianbo Gao, Julian Togelius, Andy Nealen, Stefan Menzel

    • Multi-Objective level generator generation with Marahel

      Ahmed Khalifa, Julian Togelius

      PCGWorkshop 2020

    • Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

      Vanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius, Sebastian Risi

      IEEE Conference on Games 2020

    • Scheduling Tasks for Software Crowdsourcing Platforms to Reduce Task Failure

      Jordan Urbaczek, Razieh Saremi, Mostaan Lotfalian Saremi, Julian Togelius

    • Multi-Stage Transfer Learning with an Application to Selection Process

      Andre Mendes, Julian Togelius, Leandro dos Santos Coelho

      ECAI 2020

    • Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

      Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa, Julian Togelius, Amy K. Hoover, Stefanos Nikolaidis

    • Co-generation of game levels and game-playing agents

      Aaron Dharna, Julian Togelius, L. B. Soros

      AIIDE 2020

    • Mixed-Initiative Level Design with RL Brush

      Omar Delarosa, Hang Dong, Mindy Ruan, Ahmed Khalifa, Julian Togelius

    • Deep Learning for Procedural Content Generation

      Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius

      Neural Computing and Applications 2020

    • Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-based Agents

      Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel

      AIIDE 2020

    • Evaluating RL Agents in Hanabi with Unseen Partners

      Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel

      AAAI-20 Workshop on Reinforcement Learning in Games

    2019

    • Temporal Projected Word Embeddings for Predicting Future Job Requirements.

      Squires, P., Mendes da Silva, A., Jaramillo, C.M., Togelius, J., & Kaufman, H.G.

      The Natural Language, Dialog and Speech (NDS) Symposium of The New York Academy of Sciences

    • Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning

      Arthur Juliani, Ahmed Khalifa, Vincent-Pierre Berges, Jonathan Harper, Hunter Henry, Adam Crespi, Julian Togelius, Danny Lange

      IJCAI 2019

    • General Video Game AI: a multi-track framework for evaluating agents, games and content generation algorithms

      D Perez, Jialin Liu, A Abdel Samea Khalifa, Raluca D Gaina, Julian Togelius, Simon M Lucas

      TOG 2019

    • Intentional Computational Level Design

      Ahmed Khalifa, Michael Cerny Green, Gabriella Barros, Julian Togelius

      GECCO 2019

    • ELIMINATION from Design to Analysis

      Ahmed Khalifa, Dan Gopstein, Julian Togelius

      COG 2019

    • Procedural Content Generation through Quality Diversity

      Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, Georgios N Yannakakis

      COG 2019

    • Level Design Patterns in 2D Games

      Ahmed Khalifa, Fernando Silvia, Julian Togelius

      COG 2019

    • ”Superstition” in the Network: Deep Reinforcement Learning Plays Deceptive Games

      Philip Bontrager, Ahmed Khalifa, Damien Anderson, Matthew Stephenson, Christoph Salge, Julian Togelius

      AIIDE 2019

    • Leveling the playing field: fairness in AI versus human game benchmarks

      Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen

      FDG '19

    • Evolving the Hearthstone Meta

      Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover

      COG 2019

    • Diverse Agents for Ad-Hoc Cooperation in Hanabi

      Rodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel

      COG 2019

    2018

    • Talakat: Bullet Hell Generation through Constrained Map-Elites

      Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius

      GECCO 2018

    • Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

      Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager, Ahmed Khalifa, Julian Togelius, Sebastian Risi

      NeurIPS Deep RL Workshop 2018

    • Data Agent

      Michael Cerny Green, Gabriella A.B. Barros, Antonios Liapis, and Julian Togelius

      FDG 2018

    • Generating Levels That Teach Mechanics

      Michael Cerny Green, Ahmed Khalifa, Gabriella A.B. Barros, Tiago Machado, Andy Nealen, and Julian Togelius

      FDG 2018 PCG Workshop

    • AtDelfi: Automatically Designing Legible, Full Instructions for Games

      Michael Cerny Green, Ahmed Khalifa, Gabriella A.B. Barros, Tiago Machado, Andy Nealen, and Julian Togelius

      FDG 2018 - Best Paper Award Winner

    • Generative Design in Minecraft (GDMC), Settlement Generation Competition

      Christoph Salge, Michael Cerny Green, Rodrigo Canaan and Julian Togelius

      FDG 2018 PCG Workshop

    • Accelerating Empowerment Computation with UCT Tree Search

      Christoph Salge, Christian Guckelsberger, Rodrigo Canaan and Tobias Mahlmann

      CIG 2018

    • Evolving Agents for the Hanabi 2018 CIG Competition

      Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen and Stefan Menzel

      CIG 2018 Competition Paper

    • Towards Game-based Metrics for Computational Co-Creativity

      Rodrigo Canaan, Stefan Menzel, Julian Togelius and Andy Nealen

      CIG 2018 Vision Paper

    • Generating Novice Heuristics for Post-Flop Poker

      Fernando de Mesentier Silva, Julian Togelius, Frank Lantz and Andy Nealen

      CIG 2018

    • Generating Beginner Heuristics for Simple Texas Hold’em

      Fernando de Mesentier Silva, Julian Togelius, Frank Lantz and Andy Nealen

      GECCO 2018

    • AI-assisted Game Debugging with Cicero

      Tiago Machado, Daniel Gopstein, Oded Nov, Andy Nealen, Julian Togelius

      IEEE World Congress on Computational Intelligence (2018)

    • Deep Interactive Evolution

      Philip Bontrager, Wending Lin, Julian Togelius, Sebastian Risi

      Evomusart 2018

    2017

    • CICERO: Computationally Intelligent Collaborative Environment for game and level design.

      Tiago Machado, Andy Nealen, Julian Togelius

      Computational Creativity and Games Workshop (CCGW at ICCC 2017)

    • SeekWhence – A Retrospective Analysis Tool for General Game Design

      Tiago Machado, Andy Nealen, Julian Togelius

      Foundations of Digital Games (FDG 2017)

    • Semantic Hashing for Video Game Levels

      Aaron Isaksen, Christoffer Holmgard, Julian Togelius

      Game & Puzzle Design, Vol 3 No 1, 2017. http://gapdjournal.com/issues/

    • Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games

      Ahmed Khalifa, Mike Preuss, and Julian Togelius

      EMO 2017

    • Evolving game-specific UCB alternatives for General Video Game Playing

      Ivan Bravi, Ahmed Khalifa, Christoffer Holmgard, and Julian Togelius

      EVOGames 2017

    • DeepTingle

      Ahmed Khalifa, Gabriella A. B. Barros, and Julian Togelius

      ICCC 2017

    • General Video Game Rule Generation

      Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, and Julian Togelius

      CIG 2017

    • Marahel: A Language for Constructive Level Generation

      Ahmed Khalifa and Julian Togelius

      EXAG 2017

    • “Press Space To Fire”: Automatic Video Game Tutorial Generation

      Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

      EXAG 2017

    • Score Distribution Analysis, Artificial Intelligence, And Player Modeling For Quantitative Game Design

      Aaron Isaksen

      2017

    • AI-based Playtesting of Contemporary Board Games

      Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen

      Foundations of Digital Games 2017

    • AI as Evaluator: Search Driven Playtesting of Modern Board Games

      Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen

      AAAI 2017 Workshop on What's Next for AI in Games

    2016

    • Shopping for Game Mechanics

      Tiago Machado - Ivan Bravi - Zhu Wang - Andy Nealen - Julian Togelius

      Procedural Content Generation Workshop (PCG 2016)

    • Evolving UCT Alternatives for General Video Game Playing

      Ivan Bravi, Ahmed Khalifa, Christoffer Holmgard, and Julian Togelius

      GIGA 2016

    • Generating Heuristics for Novice Players

      Fernando de Mesentier Silva, Aaron Isaksen, Julian Togelius, Andy Nealen

      CIG 2016

    • Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks

      Scott Lee, Aaron Isaksen, Christoffer Holmgard, Julian Togelius

      2016

    • Computational Intelligence and Cognitive Performance Assessment Games

      Christoffer Holmgard, Lars Henriksen, Julian Togelius

      CIG 2016

    • Matching Games and Algorithms for General Video Game Playing

      Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius

      AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016.

    • MetaCompose: A Compositional Evolutionary Music Composer.

      Marco Scirea, Julian Togelius, Peter Eklund and Sebastian Risi

      Proceedings of EvoMusArt, 2016.

    • Constrained Level Generation through Grammar-Based Evolutionary Algorithms

      Jose M. Font, Roberto Izquierdo, Daniel Manrique and Julian Togelius

      Proceedings of EvoApplications, 2016.

    • Online Evolution for Multi-Action Adversarial Games

      Niels Justesen, Tobias Mahlmann and Julian Togelius

      Proceedings of EvoApplications, 2016

    • EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains.

      Daniel Jallov, Sebastian Risi and Julian Togelius

      IEEE Transactions on Computational Intelligence and AI in Games, 2016

    • General Video Game Level Generation

      Ahmed Khalifa, Diego Perez-Liebana, Simon M. Lucas and Julian Togelius

      Proceedings of GECCO, 2016

    • Playing Games Across the Superintelligence Divide

      Isaksen, A., Togelius, J., Lantz, F., and Nealen, A.

      AAAI-16 Workshop on AI, Ethics, and Society, 2016.

    • Modifying MCTS for Human-like General Video Game Playing

      Khalifa, A., Isaksen, A., Togelius, J., and Nealen, A

      International Joint Conference on AI, 2016

    2015

    • Detecting Predatory Behaviour in Game Chats

      Yun-Gyung Cheong, Alaina K. Jensen, Elin Gudnadottir, Byung-Chull Bae and Julian Togelius

      IEEE Transactions on Computational Intelligence and AI in Games. 2015.

    • BrainCrafter: An Investigation Into Human-based Neural Network Engineering

      Jan Piskur, Peter Greve, Julian Togelius and Sebastian Risi

      IEEE Congress on Evolutionary Computation (CEC). 2015

    • Balanced Civilization Map Generation based on Open Data

      Gabriella Barros and Julian Togelius

      IEEE Congress on Evolutionary Computation (CEC). 2015

    • SMUG: Scientific Music Generator

      Marco Scirea, Gabriella Barros, Noor Shaker and Julian Togelius

      2015

    • Monte-Carlo Tree Search for Simulated Car Racing

      Jacob Fischer, Nikolaj Falsted, Mathias Vielwerth, Julian Togelius and Sebastian Risi

      Foundations of Digital Games (FDG).

    • AI-based Game Design Patterns

      Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith

      Foundations of Digital Games (FDG) (2015)

    • Procedural Generation of 3D Caves for Games on the GPU

      Benjamin Mark, Tudor Berechet, Tobias Mahlmann and Julian Togelius

      Foundations of Digital Games (FDG) (2015)

    • Game mechanics telling stories? An experiment.

      Kristian Hjaltason, Steffen Christophersen, Julian Togelius and Mark J. Nelson

      Foundations of Digital Games (FDG) (2015)

    • Patterns, Dungeons, and Generators

      Steve Dahlskog, Staffan Björk and Julian Togelius

      Foundations of Digital Games (FDG) (2015)

    • Hackademics: A Case for Game Jams At Academic Conferences

      Michael Cook, Gillian Smith, Tommy Thompson, Julian Togelius and Alexander Zook

      FDG Workshop on Game Jams, Hackathons and Game Creation Events. (2015)

    • Data Adventures

      Gabriella Barros, Antonios Liapis and Julian Togelius

      Proceedings of the FDG Workshop on Procedural Content Generation. 2015.

    • Composing Video Game Levels with Music Metaphors through Functional Scaffolding

      Amy K. Hoover, Julian Togelius and Georgios N. Yannakakis

      Proceedings of the ICCC Workshop on Computational Creativity and Games. 2015

    • Towards generating arcade game rules with VGDL

      Thorbjørn S. Nielsen, Gabriella Barros, Julian Togelius and Mark J. Nelson

      Proceedings of the IEEE Conference on Computational Intelligence and Games. 2015.

    • Investigating MCTS Modifications in General Video Game Playing

      Frederik Frydenberg, Kasper Andersen, Sebastian Risi and Julian Togelius

      Proceedings of the IEEE Conference on Computational Intelligence and Games. 2015.

    • Neuroevolution in Games: State of the Art and Open Challenges

      Sebastian Risi and Julian Togelius

      IEEE Transactions on Computational Intelligence and AI in Games. 2015.

    • Comparing Player Skill, Game Variants, and Learning Rates with Survival Analysis.

      Aaron Isaksen and Andrew Nealen.

      Player Modeling Workshop hosted by AAAI AIIDE, 2015.

    • AniMesh: Interleaved Animation, Modeling, and Editing

      Ming Jin, Dan Gopstein, Yotam Gingold and Andrew Nealen

      ACM Transactions on Graphics, 2015.

    • Procedural Personas as Critics for Dungeon Generation.

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      In Applications of Evolutionary Computation, Springer, 2015.

    • Monte-Carlo Tree Search for Persona Based Player Modeling

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference, 2015.

    • Evolving Models of Player Decision Making: Personas versus Clones

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      Entertainment Computing, 2015.

    • Discovering Unique Game Variants,

      Isaksen, A., Gopstein, D., Togelius, J. and Nealen, A.

      In Computational Creativity and Games Workshop, hosted by ICCC 2015.

    • Catch-Up: A Game in Which the Lead Alternates.

      Isaksen, A., Ismail, M., Brams, S.J., and Nealen, A.

      Journal of Game & Puzzle Design. Vol 1, No. 2. 2015.

    • Comparing Player Skill, Game Variants, and Learning Rates Using Survival Analysis.

      Isaksen, A., and Nealen, A.

      In AI and Interactive Digital Entertainment, Player Modeling Workshop. 2015.

    • Exploring Game Space Using Survival Analysis.

      Isaksen, A., Gopstein, D., and Nealen, A.

      Foundations of Digital Games, 2015, Best Paper in AI and Game Technology.

    2014

    • Multimodal PTSD Characterization via the StartleMart Game

      Christoffer Holmgard, Karen-Inge Karstoft, and Henrik Steen Andersen, Julian Togelius, Hector P Martinez and Georgios N Yannakakis.

      Journal on Multimodal User Interfaces, 2014

    • Personas versus Clones for Player Decision Modeling.

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      Entertainment Computing, 2014

    • Generative Agents for Player Decision Modeling in Games.

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      Foundations of Digital Games, 2014.

    • Designing for the Physical Margins of Digital Workspaces: Fidget Widgets in Support of Productivity and Creativity

      Karlesky, M., Isbister, K.

      TEI '14

    • Who You Are by way of What You Are: Behavioral Biometric Approaches to Authentication

      Karlesky, M., Sae-Bae, N., Isbister, K., Memon, N.

      SOUPS 2014: Symposium On Usable Privacy and Security. Who are you?! Adventures in Authentication: WAY Workshop. Menlo Park, California. July, 2014.

    • Evolving Personas for Player Decision Modeling

      Christoffer Holmgard, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis.

      IEEE Conference on Computational Intelligence and Games, 2014.

    2013

    • Pixelated Image Abstraction with Integrated User Constraints.

      Timothy Gerstner, Adam Finkelstein, Marc Alexa, Doug DeCarlo, Yotam Gingold and Andrew Nealen.

      Computers & Graphics, 2013.

    • Ascension: a Case Study in Deckbuilding Games

      Andy Nealen

      Digital Games Research Association (DiGRA), 2013.

    • The Games for Health Prototype.

      Christoffer Holmgard, Georgios N Yannakakis, and Rilla Khaled.

      Foundations of Digital Games, Research and Experimental Games Festival, 2013

    • Stress Detection for PTSD via the StartleMart Game

      Christoffer Holmgard, Karen-Inge Karstoft, Henrik Steen Andersen, and Georgios N Yannakakis.

      Affective Computing and Intelligent Interaction (ACII), 2013 Humaine Association Conference, 2013

    • Fidget Widgets: Secondary Playful Interactions in Support of Primary Serious Tasks.

      Karlesky, M. and Isbister, K.

      ACM SIGCHI Human Factors in Computing Systems, 2013

    • Open Sesame: Re-envisioning the Design of a Gesture-based Access Control System.

      Karlesky, M., Melcer, E. Isbister, K.

      ACM SIGCHI Human Factors in Computing Systems, 2013

    • Decision Making Styles as Deviation from Rational Action. A Super Mario Case Study.

      Christoffer Holmgard, Julian Togelius, and Georgios N Yannakakis.

      Proceedings of the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013.

    • Towards Validating Game Scenarios for Teaching Conflict Resolution.

      Christoffer Holmgard, Yun-Gyung Cheong, Corrado Grappiolo, Florian Berger, Rilla Khaled, and Georgios N Yannakakis.

      Foundations of Digital Games, Games for Learning Workshop, 2013