Publications

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

  • 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