Julian Togelius

Orcid: 0000-0003-3128-4598

Affiliations:
  • New York University, New York, USA
  • University of Applied Sciences and Arts of Southern Switzerland, Switzerland (former)


According to our database1, Julian Togelius authored at least 390 papers between 2004 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Online presence:

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Bibliography

2024
Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System.
IEEE Trans. Games, March, 2024

Choose Your Weapon: Survival Strategies for Depressed AI Academics [Point of View].
Proc. IEEE, January, 2024

The Ethics of AI in Games.
IEEE Trans. Affect. Comput., 2024

GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps.
CoRR, 2024

PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators.
CoRR, 2024

Moonshine: Distilling Game Content Generators into Steerable Generative Models.
CoRR, 2024

GAVEL: Generating Games Via Evolution and Language Models.
CoRR, 2024

Autoverse: An Evolvable Game Langugage for Learning Robust Embodied Agents.
CoRR, 2024

Goals as Reward-Producing Programs.
CoRR, 2024

Word2World: Generating Stories and Worlds through Large Language Models.
CoRR, 2024

Large Language Models and Games: A Survey and Roadmap.
CoRR, 2024

Alpha-Wolves and Alpha-mammals: Exploring Dictionary Attacks on Iris Recognition Systems.
Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision Workshops, 2024

LLMatic: Neural Architecture Search Via Large Language Models And Quality Diversity Optimization.
Proceedings of the Genetic and Evolutionary Computation Conference, 2024

DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Missed Connections: Lateral Thinking Puzzles for Large Language Models.
Proceedings of the IEEE Conference on Games, 2024

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation.
Proceedings of the IEEE Conference on Games, 2024

Scaling, Control and Generalization in Reinforcement Learning Level Generators.
Proceedings of the IEEE Conference on Games, 2024

Amorphous Fortress: Exploring Emergent Behavior and Complexity in Multi-Agent 0-Player Games.
Proceedings of the IEEE Congress on Evolutionary Computation, 2024

Making New Connections: LLMs as Puzzle Generators for the New York Times' Connections Word Game.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

2023
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning.
IEEE Trans. Games, September, 2023

Reinforcement Learning With Dual-Observation for General Video Game Playing.
IEEE Trans. Games, June, 2023

Transfer Dynamics in Emergent Evolutionary Curricula.
IEEE Trans. Games, June, 2023

Generating and Adapting to Diverse Ad Hoc Partners in Hanabi.
IEEE Trans. Games, June, 2023

Quality Diversity in the Amorphous Fortress (QD-AF): Evolving for Complexity in 0-Player Games.
CoRR, 2023

Evolutionary Machine Learning and Games.
CoRR, 2023

A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System.
CoRR, 2023

Fair GANs through model rebalancing with synthetic data.
CoRR, 2023

Amorphous Fortress: Observing Emergent Behavior in Multi-Agent FSMs.
CoRR, 2023

Choose Your Weapon: Survival Strategies for Depressed AI Academics.
CoRR, 2023

Pathfinding Neural Cellular Automata.
CoRR, 2023

Zero-Shot Racially Balanced Dataset Generation using an Existing Biased StyleGAN2.
Proceedings of the IEEE International Joint Conference on Biometrics, 2023

Level Generation Through Large Language Models.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Interactive Latent Variable Evolution for the Generation of Minecraft Structures.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Lode Enhancer: Level Co-creation Through Scaling.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

ChatGPT4PCG Competition: Character-like Level Generation for Science Birds.
Proceedings of the IEEE Conference on Games, 2023

Controllable Path of Destruction.
Proceedings of the IEEE Conference on Games, 2023

Practical PCG Through Large Language Models.
Proceedings of the IEEE Conference on Games, 2023

Generating Redstone Style Cities in Minecraft.
Proceedings of the IEEE Conference on Games, 2023

Benchmarking Robustness and Generalization in Multi-Agent Systems: A Case Study on Neural MMO.
Proceedings of the 2023 International Conference on Autonomous Agents and Multiagent Systems, 2023

The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Toward Designer Modeling Through Design Style Clustering.
IEEE Trans. Games, 2022

Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions.
IEEE Trans. Games, 2022

Learning to Generate Levels by Imitating Evolution.
CoRR, 2022

Watts: Infrastructure for Open-Ended Learning.
CoRR, 2022

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2022

Generating Diverse Indoor Furniture Arrangements.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Posters, Vancouver BC Canada, August 7, 2022

An Evolutionary Algorithm for Task Scheduling in Crowdsourced Software Development.
Proceedings of the 24th International Conference on Enterprise Information Systems, 2022

A Dataless FaceSwap Detection Approach Using Synthetic Images.
Proceedings of the IEEE International Joint Conference on Biometrics, 2022

Approximating gradients for differentiable quality diversity in reinforcement learning.
Proceedings of the GECCO '22: Genetic and Evolutionary Computation Conference, Boston, Massachusetts, USA, July 9, 2022

Illuminating diverse neural cellular automata for level generation.
Proceedings of the GECCO '22: Genetic and Evolutionary Computation Conference, Boston, Massachusetts, USA, July 9, 2022

Impressions of the GDMC AI Settlement Generation Challenge in Minecraft.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Mutation Models: Learning to Generate Levels by Imitating Evolution.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Learning Controllable 3D Level Generators.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Predicting Personas Using Mechanic Frequencies and Game State Traces.
Proceedings of the IEEE Congress on Evolutionary Computation, 2022

Diversity and Novelty MasterPrints: Generating Multiple DeepMasterPrints for Increased User Coverage.
Proceedings of the 21st International Conference of the Biometrics Special Interest Group, 2022

Aesthetic Bot: Interactively Evolving Game Maps on Twitter.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Editorial IEEE Transactions on Games: The First Four Years.
IEEE Trans. Games, 2021

A Fast and efficient stochastic opposition-based learning for differential evolution in numerical optimization.
Swarm Evol. Comput., 2021

Deep learning for procedural content generation.
Neural Comput. Appl., 2021

An Evolutionary Algorithm for Task Scheduling in Crowdsourced Software Development.
CoRR, 2021

Physics-informed attention-based neural network for solving non-linear partial differential equations.
CoRR, 2021

The AI Settlement Generation Challenge in Minecraft: First Year Report.
CoRR, 2021

Game Mechanic Alignment Theory and Discovery.
CoRR, 2021

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2021

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2021

Playing Atari with few neurons.
Auton. Agents Multi Agent Syst., 2021

The NeurIPS 2022 Neural MMO Challenge: A Massively Multiagent Competition with Specialization and Trade.
Proceedings of the NeurIPS 2022 Competition Track, 2021

Greedy Scheduling: A Neural Network Method to Reduce Task Failure in Software Crowdsourcing.
Proceedings of the 23rd International Conference on Enterprise Information Systems, 2021

Self-referential quality diversity through differential MAP-Elites.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

Game Mechanic Alignment Theory.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Mixed-Initiative Level Design with RL Brush.
Proceedings of the Artificial Intelligence in Music, Sound, Art and Design, 2021

Video Games as a Testbed for Open-Ended Phenomena.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Learning Controllable Content Generators.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Learning to Generate Levels From Nothing.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Lode Encoder: AI-constrained co-creativity.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Search-Based Exploration and Diagnosis of TOAD-GAN.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Assessing the Effects of Interacting with MAP-Elites.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
Deep Learning for Video Game Playing.
IEEE Trans. Games, 2020

Increasing generality in machine learning through procedural content generation.
Nat. Mach. Intell., 2020

The AI Settlement Generation Challenge in Minecraft.
Künstliche Intell., 2020

The Many AI Challenges of Hearthstone.
Künstliche Intell., 2020

Robust Reinforcement Learning for General Video Game Playing.
CoRR, 2020

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network.
CoRR, 2020

Scheduling Tasks for Software Crowdsourcing Platforms to Reduce Task Failure.
CoRR, 2020

Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi.
CoRR, 2020

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners.
CoRR, 2020

Towards Designer Modeling through Design Style Clustering.
CoRR, 2020

Fully Differentiable Procedural Content Generation through Generative Playing Networks.
CoRR, 2020

Mech-Elites: Illuminating the Mechanic Space of GVGAI.
CoRR, 2020

Advanced Cauchy Mutation for Differential Evolution in Numerical Optimization.
IEEE Access, 2020

Adversarial Autoencoder and Multi-Task Semi-Supervised Learning for Multi-stage Process.
Proceedings of the Advances in Knowledge Discovery and Data Mining, 2020

Human-in-the-Loop AI for Analysis of Free Response Facial Expression Label Sets.
Proceedings of the IVA '20: ACM International Conference on Intelligent Virtual Agents, 2020

Unified Multi-Domain Learning and Data Imputation using Adversarial Autoencoder.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020

Playing Atari with Six Neurons (Extended Abstract).
Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence, 2020

Adversarial Encoder-Multi-Task-Decoder for Multi-Stage Processes.
Proceedings of the 25th International Conference on Pattern Recognition, 2020

Evolutionary computation and games.
Proceedings of the GECCO '20: Genetic and Evolutionary Computation Conference, 2020

Covariance matrix adaptation for the rapid illumination of behavior space.
Proceedings of the GECCO '20: Genetic and Evolutionary Computation Conference, 2020

Multi-Objective level generator generation with Marahel.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Automatic Critical Mechanic Discovery Using Playtraces in Video Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Mech-Elites: Illuminating the Mechanic Space of GVG-AI.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Multi-Stage Transfer Learning with an Application to Selection Process.
Proceedings of the ECAI 2020 - 24th European Conference on Artificial Intelligence, 29 August-8 September 2020, Santiago de Compostela, Spain, August 29 - September 8, 2020, 2020

Rotation, Translation, and Cropping for Zero-Shot Generalization.
Proceedings of the IEEE Conference on Games, 2020

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning.
Proceedings of the IEEE Conference on Games, 2020

Bootstrapping Conditional GANs for Video Game Level Generation.
Proceedings of the IEEE Conference on Games, 2020

Mario Level Generation From Mechanics Using Scene Stitching.
Proceedings of the IEEE Conference on Games, 2020

Baba is Y'all: Collaborative Mixed-Initiative Level Design.
Proceedings of the IEEE Conference on Games, 2020

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

Word embedding for job market spatial representation: tracking changes and predicting skills demand.
Proceedings of the 2020 IEEE International Conference on Big Data (IEEE BigData 2020), 2020

Video Game Level Repair via Mixed Integer Linear Programming.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

PCGRL: Procedural Content Generation via Reinforcement Learning.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Word Autobots: Using Transformers for Word Association in the Game Codenames.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Co-Generation of Game Levels and Game-Playing Agents.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Tree Search versus Optimization Approaches for Map Generation.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
General Video Game Artificial Intelligence
Synthesis Lectures on Games and Computational Intelligence, Morgan & Claypool Publishers, ISBN: 978-3-031-02122-0, 2019

The 2017 AIBIRDS Level Generation Competition.
IEEE Trans. Games, 2019

General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms.
IEEE Trans. Games, 2019

Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics.
IEEE Trans. Games, 2019

Who Killed Albert Einstein? From Open Data to Murder Mystery Games.
IEEE Trans. Games, 2019

Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130).
NII Shonan Meet. Rep., 2019

Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511).
Dagstuhl Reports, 2019

Procedural Content Generation: From Automatically Generating Game Levels to Increasing Generality in Machine Learning.
CoRR, 2019

Automatic Critical Mechanic Discovery in Video Games.
CoRR, 2019

ACM-DE: Adaptive p-best Cauchy Mutation with linear failure threshold reduction for Differential Evolution in numerical optimization.
CoRR, 2019

Tree Search vs Optimization Approaches for Map Generation.
CoRR, 2019

AAAI-2019 Workshop on Games and Simulations for Artificial Intelligence.
CoRR, 2019

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning.
CoRR, 2019

Deep Reinforcement Learning and Games [Guest Editorial].
IEEE Comput. Intell. Mag., 2019

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2019

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2019

Reports of the Workshops Held at the 2019 AAAI Conference on Artificial Intelligence.
AI Mag., 2019

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Generative Design in Minecraft: Chronicle Challenge.
Proceedings of the Tenth International Conference on Computational Creativity, 2019

Intentional computational level design.
Proceedings of the Genetic and Evolutionary Computation Conference, 2019

Mapping hearthstone deck spaces through MAP-elites with sliding boundaries.
Proceedings of the Genetic and Evolutionary Computation Conference, 2019

AlphaStar: an evolutionary computation perspective.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Organic building generation in minecraft.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Two-step constructive approaches for dungeon generation.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Leveling the playing field: fairness in AI versus human game benchmarks.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner.
Proceedings of the IEEE Conference on Games, 2019

Evolving the Hearthstone Meta.
Proceedings of the IEEE Conference on Games, 2019

Automated Playtesting of Matching Tile Games.
Proceedings of the IEEE Conference on Games, 2019

Pitako - Recommending Game Design Elements in Cicero.
Proceedings of the IEEE Conference on Games, 2019

Level Design Patterns in 2D Games.
Proceedings of the IEEE Conference on Games, 2019

ELIMINATION from Design to Analysis.
Proceedings of the IEEE Conference on Games, 2019

Blood Bowl: A New Board Game Challenge and Competition for AI.
Proceedings of the IEEE Conference on Games, 2019

Procedural Content Generation through Quality Diversity.
Proceedings of the IEEE Conference on Games, 2019

Diverse Agents for Ad-Hoc Cooperation in Hanabi.
Proceedings of the IEEE Conference on Games, 2019

Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites.
Proceedings of the IEEE Conference on Games, 2019

Playing Atari with Six Neurons.
Proceedings of the 18th International Conference on Autonomous Agents and MultiAgent Systems, 2019

Evaluation of a Recommender System for Assisting Novice Game Designers.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

"Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
IEEE Transactions on Games: A Leading Journal for Games Research.
IEEE Trans. Games, 2018

Procedural Content Generation via Machine Learning (PCGML).
IEEE Trans. Games, 2018

Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search.
IEEE Trans. Games, 2018

Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis.
IEEE Trans. Games, 2018

Procedural Level Generation Improves Generality of Deep Reinforcement Learning.
CoRR, 2018

New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation.
CoRR, 2018

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms.
CoRR, 2018

Data-driven Design: A Case for Maximalist Game Design.
Proceedings of the Ninth International Conference on Computational Creativity, 2018

Evolutionary Methods for Generating Synthetic MasterPrint Templates: Dictionary Attack in Fingerprint Recognition.
Proceedings of the 2018 International Conference on Biometrics, 2018

Evolutionary computation and games tutorial.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2018

Generating beginner heuristics for simple texas hold'em.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

Towards an experiment on perception of affective music generation using MetaCompose.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2018

Talakat: bullet hell generation through constrained map-elites.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

A hybrid search agent in pommerman.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Drawing without replacement as a game mechanic.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Evolving maps and decks for ticket to ride.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generative design in minecraft (GDMC): settlement generation competition.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generating levels that teach mechanics.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

AtDELFI: automatically designing legible, full instructions for games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

DATA agent.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Exploring the hearthstone deck space.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Deep Interactive Evolution.
Proceedings of the Computational Intelligence in Music, Sound, Art and Design, 2018

Deceptive Games.
Proceedings of the Applications of Evolutionary Computation, 2018

Deep Reinforcement Learning for General Video Game AI.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Generating Novice Heuristics for Post-Flop Poker.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

New And Surprising Ways to Be Mean.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Evolving Agents for the Hanabi 2018 CIG Competition.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Towards Game-based Metrics for Computational Co-Creativity.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

AI-Assisted Game Debugging with Cicero.
Proceedings of the 2018 IEEE Congress on Evolutionary Computation, 2018

DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution<sup>*</sup>.
Proceedings of the 9th IEEE International Conference on Biometrics Theory, 2018

Evolving in-game mood-expressive music with MetaCompose.
Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion, 2018

Pommerman: A Multi-Agent Playground.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy's The Division</i>.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Artificial Intelligence and Games.
Springer, ISBN: 978-3-319-63518-7, 2018

2017
Neuroevolution in Games: State of the Art and Open Challenges.
IEEE Trans. Comput. Intell. AI Games, 2017

EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains.
IEEE Trans. Comput. Intell. AI Games, 2017

Affective evolutionary music composition with MetaCompose.
Genet. Program. Evolvable Mach., 2017

DeepMasterPrint: Generating Fingerprints for Presentation Attacks.
CoRR, 2017

Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence.
AI Mag., 2017

DeepTingle.
Proceedings of the Eighth International Conference on Computational Creativity, 2017

Can you feel it?: evaluation of affective expression in music generated by MetaCompose.
Proceedings of the Genetic and Evolutionary Computation Conference, 2017

AI-based playtesting of contemporary board games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

SeekWhence a retrospective analysis tool for general game design.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Evolving Game-Specific UCB Alternatives for General Video Game Playing.
Proceedings of the Applications of Evolutionary Computation - 20th European Conference, 2017

Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games.
Proceedings of the Evolutionary Multi-Criterion Optimization, 2017

Showdown AI competition.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

General video game rule generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Autoencoder-augmented neuroevolution for visual doom playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Predictive Physics Simulation in Game Mechanics.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Primal-improv: Towards co-evolutionary musical improvisation.
Proceedings of the 2017 9th Computer Science and Electronic Engineering Conference, 2017

Evolving Game Skill-Depth using General Video Game AI agents.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

A comparative sequence analysis of career paths among knowledge workers in a multinational bank.
Proceedings of the 2017 IEEE International Conference on Big Data (IEEE BigData 2017), 2017

Marahel: A Language for Constructive Level Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

"Press Space to Fire": Automatic Video Game Tutorial Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

AI as Evaluator: Search Driven Playtesting of Modern Board Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Ethical Considerations for Player Modeling.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Depth in Strategic Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
How to Run a Successful Game-Based AI Competition.
IEEE Trans. Comput. Intell. AI Games, 2016

The 2014 General Video Game Playing Competition.
IEEE Trans. Comput. Intell. AI Games, 2016

Evolving models of player decision making: Personas versus clones.
Entertain. Comput., 2016

Modifying MCTS for Human-Like General Video Game Playing.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

Murder Mystery Generation from Open Data.
Proceedings of the Seventh International Conference on Computational Creativity, 2016

Evolutionary Computation and Games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2016

General Video Game Level Generation.
Proceedings of the 2016 on Genetic and Evolutionary Computation Conference, Denver, CO, USA, July 20, 2016

MetaCompose: A Compositional Evolutionary Music Composer.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2016

Online Evolution for Multi-action Adversarial Games.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

Constrained Level Generation Through Grammar-Based Evolutionary Algorithms.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

Playing with Data: Procedural Generation of Adventures from Open Data.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

General general game AI.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Generating heuristics for novice players.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Hyper-heuristic general video game playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Analyzing the robustness of general video game playing agents.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Computational intelligence and cognitive performance assessment games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Portfolio Online Evolution in StarCraft.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Matching Games and Algorithms for General Video Game Playing.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

General Video Game AI: Competition, Challenges and Opportunities.
Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, 2016

Playing Games Across the Superintelligence Divide.
Proceedings of the AI, 2016

Procedural Content Generation in Games.
Computational Synthesis and Creative Systems, Springer, ISBN: 978-3-319-42714-0, 2016

2015
A Panorama of Artificial and Computational Intelligence in Games.
IEEE Trans. Comput. Intell. AI Games, 2015

Detecting Predatory Behavior in Game Chats.
IEEE Trans. Comput. Intell. AI Games, 2015

Constrained Novelty Search: A Study on Game Content Generation.
Evol. Comput., 2015

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051).
Dagstuhl Reports, 2015

AI Researchers, Video Games Are Your Friends!
Proceedings of the Computational Intelligence - International Joint Conference, 2015

SMUG: Scientific Music Generator.
Proceedings of the Sixth International Conference on Computational Creativity, 2015

AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Procedural Generation of 3D Caves for Games on the GPU.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Game mechanics telling stories? An experiment.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Monte-Carlo Tree Search for Simulated Car Racing.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Patterns, Dungeons and Generators.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

AI-based Games: Contrabot and What Did You Do?
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

A Progressive Approach to Content Generation.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Moody Music Generator: Characterising Control Parameters Using Crowdsourcing.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015

General Video Game Evaluation Using Relative Algorithm Performance Profiles.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Procedural Personas as Critics for Dungeon Generation.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Towards generating arcade game rules with VGDL.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Investigating MCTS modifications in general video game playing.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

BrainCrafter: An investigation into human-based neural network engineering.
Proceedings of the IEEE Congress on Evolutionary Computation, 2015

Balanced Civilization map generation based on Open Data.
Proceedings of the IEEE Congress on Evolutionary Computation, 2015

Experience-driven procedural content generation (Extended abstract).
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

2014
Automated Map Generation for the Physical Traveling Salesman Problem.
IEEE Trans. Evol. Comput., 2014

Guest Editorial: General Games.
IEEE Trans. Comput. Intell. AI Games, 2014

The Case for a Mixed-Initiative Collaborative Neuroevolution Approach.
CoRR, 2014

Linear levels through n-grams.
Proceedings of the 18th International Academic MindTrek Conference: Media Business, 2014

Personas versus Clones for Player Decision Modeling.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Computational Game Creativity.
Proceedings of the Fifth International Conference on Computational Creativity, 2014

Monte Mario: platforming with MCTS.
Proceedings of the Genetic and Evolutionary Computation Conference, 2014

Active player modelling.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A comparative evaluation of procedural level generators in the Mario AI framework.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Generative agents for player decision modeling in games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Open Trumps, a data game.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Procedural Content Generation Using Patterns as Objectives.
Proceedings of the Applications of Evolutionary Computation - 17th European Conference, 2014

Searching for good and diverse game levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Designer modeling for Sentient Sketchbook.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Script- and cluster-based UCT for StarCraft.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Towards market seller modeling in World of Warcraft.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Evolving personas for player decision modeling.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

A multi-level level generator.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Exploring a large space of small games.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Crowdsourcing the Aesthetics of Platform Games.
IEEE Trans. Comput. Intell. AI Games, 2013

Controllable procedural map generation via multiobjective evolution.
Genet. Program. Evolvable Mach., 2013

Imitating human playing styles in Super Mario Bros.
Entertain. Comput., 2013

Geometric Differential Evolution for Combinatorial and Programs Spaces.
Evol. Comput., 2013

The Mario AI Championship 2009-2012.
AI Mag., 2013

Artificial evolution for the detection of group identities in complex artificial societies.
Proceedings of the IEEE Symposium on Artificial Life, 2013

Audioverdrive: Exploring Bidirectional Communication between Music and gameplay.
Proceedings of the 39th International Computer Music Conference, 2013

Transforming Exploratory Creativity with DeLeNoX, .
Proceedings of the Fourth International Conference on Computational Creativity, 2013

Enhancements to constrained novelty search: two-population novelty search for generating game content.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Interaction-based group identity detection via reinforcement learning and artificial evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Using reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societies.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Bar chart ball, a data game.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Sentient Sketchbook: Computer-aided game level authoring.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Towards the automatic generation of card games through grammar-guided genetic programming.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Sentient World: Human-Based Procedural Cartography - An Experiment in Interactive Sketching and Iterative Refining.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2013

Generating Map Sketches for Strategy Games.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013

A Card Game Description Language.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013

Procedural Content Generation: Goals, Challenges and Actionable Steps.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Towards a Video Game Description Language.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

The turing test track of the 2012 Mario AI Championship: Entries and evaluation.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Automatic generation and analysis of physics-based puzzle games.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Adaptive game level creation through rank-based interactive evolution.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Give me a reason to dig Minecraft and psychology of motivation.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Shifting niches for community structure detection.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

Competitive coevolution in Ms. Pac-Man.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Evolving Playable Content for Cut the Rope through a Simulation-Based Approach.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Towards a Generic Method of Evaluating Game Levels.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Game Data Mining.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Adapting Models of Visual Aesthetics for Personalized Content Creation.
IEEE Trans. Comput. Intell. AI Games, 2012

The Mario AI Benchmark and Competitions.
IEEE Trans. Comput. Intell. AI Games, 2012

Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191).
Dagstuhl Reports, 2012

Activity-aware recommendation for collaborative work in operating rooms.
Proceedings of the 17th International Conference on Intelligent User Interfaces, 2012

Activity recognition in collaborative environments.
Proceedings of the 2012 International Joint Conference on Neural Networks (IJCNN), 2012

Compositional procedural content generation.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

Generating game content from open data.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Digging Deeper into Platform Game Level Design: Session Size and Sequential Features.
Proceedings of the Applications of Evolutionary Computation, 2012

Spicing Up Map Generation.
Proceedings of the Applications of Evolutionary Computation, 2012

Evolving levels for Super Mario Bros using grammatical evolution.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

A procedural procedural level generator generator.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Resource systems in games: An analytical approach.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Generating interesting Monopoly boards from open data.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Towards player-driven procedural content generation.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

Evolving card sets towards balancing dominion.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Assessing Believability.
Proceedings of the Believable Bots, 2012

2011
Search-Based Procedural Content Generation: A Taxonomy and Survey.
IEEE Trans. Comput. Intell. AI Games, 2011

Guest Editorial: Procedural Content Generation in Games.
IEEE Trans. Comput. Intell. AI Games, 2011

The 2010 Mario AI Championship: Level Generation Track.
IEEE Trans. Comput. Intell. AI Games, 2011

Experience-Driven Procedural Content Generation.
IEEE Trans. Affect. Comput., 2011

Measuring Intelligence through Games
CoRR, 2011

The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs].
IEEE Comput. Intell. Mag., 2011

Towards Player Adaptivity in a Serious Game for Conflict Resolution.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

What is procedural content generation?: Mario on the borderline.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

SpeedRock: procedural rocks through grammars and evolution.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types.
Proceedings of the Applications of Evolutionary Computation, 2011

Evolving Interesting Maps for a First Person Shooter.
Proceedings of the Applications of Evolutionary Computation, 2011

A Procedural Critique of Deontological Reasoning.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Feature analysis for modeling game content quality.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Modelling and evaluation of complex scenarios with the Strategy Game Description Language.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Neuroevolutionary constrained optimization for content creation.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Computational intelligence and tower defence games.
Proceedings of the IEEE Congress on Evolutionary Computation, 2011

Optimizing Visual Properties of Game Content Through Neuroevolution.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

2010
Modeling Player Experience for Content Creation.
IEEE Trans. Comput. Intell. AI Games, 2010

The 2009 Simulated Car Racing Championship.
IEEE Trans. Comput. Intell. AI Games, 2010

Towards multiobjective procedural map generation.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Cellular automata for real-time generation of infinite cave levels.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Search-Based Procedural Content Generation.
Proceedings of the Applications of Evolutionary Computation, 2010

Multiobjective exploration of the StarCraft map space.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Predicting player behavior in Tomb Raider: Underworld.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

The Mario AI Championship.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

The 2009 Mario AI Competition.
Proceedings of the IEEE Congress on Evolutionary Computation, 2010

Geometric Nelder-Mead Algorithm for the permutation representation.
Proceedings of the IEEE Congress on Evolutionary Computation, 2010

Towards Automatic Personalized Content Generation for Platform Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Ontogenetic and Phylogenetic Reinforcement Learning.
Künstliche Intell., 2009

Measuring and Optimizing Behavioral Complexity for Evolutionary Reinforcement Learning.
Proceedings of the Artificial Neural Networks, 2009

Evolving Memory Cell Structures for Sequence Learning.
Proceedings of the Artificial Neural Networks, 2009

Geometric differential evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2009

Super mario evolution.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Mario AI competition.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Modeling player experience in Super Mario Bros.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Simulated car racing.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Hierarchical controller learning in a First-Person Shooter.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Inertial geometric particle swarm optimization.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009

Robust player imitation using multiobjective evolution.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009

Optimization of Platform Game Levels for Player Experience.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
The 2007 IEEE CEC simulated car racing competition.
Genet. Program. Evolvable Mach., 2008

Countering Poisonous Inputs with Memetic Neuroevolution.
Proceedings of the Parallel Problem Solving from Nature, 2008

An experiment in automatic game design.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

The WCCI 2008 simulated car racing competition.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Generating diverse opponents with multiobjective evolution.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Geometric PSO + GP = Particle Swarm Programming.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

Learning what to ignore: Memetic climbing in topology and weight space.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

2007
Computational Intelligence in Racing Games.
Proceedings of the Advanced Intelligent Paradigms in Computer Games, 2007

Sensorless but not Senseless: Prediction in Evolutionary Car Racing.
Proceedings of the First IEEE Symposium on Artificial Life, 2007

Nonlinear dynamics modelling for controller evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Geometric particle swarm optimization for the sudoku puzzle.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Towards understanding the effects of neutrality on the sudoku problem.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Evolving controllers for simulated car racing using object oriented genetic programming.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Towards automatic personalised content creation for racing games.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Multi-population competitive co-evolution of car racing controllers.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

Multiobjective techniques for the use of state in genetic programming applied to simulated car racing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

2006
Arms Races and Car Races.
Proceedings of the Parallel Problem Solving from Nature, 2006

Evolving robust and specialized car racing skills.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Evolution of Neural Networks for Helicopter Control: Why Modularity Matters.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Product Geometric Crossover for the Sudoku Puzzle.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

2005
Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Evolving controllers for simulated car racing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005

2004
Evolution of a subsumption architecture neurocontroller.
J. Intell. Fuzzy Syst., 2004


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