Publications

2020

  • 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