Matching Games and Algorithms for General Video Game Playing. - Philip Bontrager; Ahmed Khalifa 001; Andre Mendes; Julian Togelius (AIIDE, 2016)

General Video Game Level Generation. - Ahmed Khalifa 001; Diego Perez Liebana; Simon M. Lucas; Julian Togelius (GECCO, 2016)

Modifying MCTS for Human-Like General Video Game Playing. - Ahmed Khalifa 001; Aaron Isaksen; Julian Togelius; Andy Nealen (IJCAI, 2016)

"Press Space to Fire": Automatic Video Game Tutorial Generation. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Julian Togelius (AIIDE Workshops, 2017)

Marahel: A Language for Constructive Level Generation. - Ahmed Khalifa 001; Julian Togelius (AIIDE Workshops, 2017)

General video game rule generation. - Ahmed Khalifa 001; Michael Cerny Green; Diego Perez Liebana; Julian Togelius (CIG, 2017)

Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games. - Ahmed Khalifa 001; Mike Preuss; Julian Togelius (EMO, 2017)

Evolving Game-Specific UCB Alternatives for General Video Game Playing. - Ivan Bravi; Ahmed Khalifa 001; Christoffer Holmgård; Julian Togelius (EvoApplications (1), 2017)

DeepTingle. - Ahmed Khalifa 001; Gabriella A. B. Barros; Julian Togelius (ICCC, 2017)

AtDELFI: automatically designing legible, full instructions for games. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Tiago Machado; Andy Nealen; Julian Togelius (FDG, 2018)

Generating levels that teach mechanics. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Andy Nealen; Julian Togelius (FDG, 2018)

A hybrid search agent in pommerman. - Hongwei Henry Zhou; Yichen Gong; Luvneesh Mugrai; Ahmed Khalifa 001; Andy Nealen; Julian Togelius (FDG, 2018)

Talakat: bullet hell generation through constrained map-elites. - Ahmed Khalifa 001; Scott Lee; Andy Nealen; Julian Togelius (GECCO, 2018)

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms. - Diego Pérez-Liébana; Jialin Liu 001; Ahmed Khalifa 001; Raluca D. Gaina; Julian Togelius; Simon M. Lucas (CoRR, 2018)

Procedural Level Generation Improves Generality of Deep Reinforcement Learning. - Niels Justesen; Ruben Rodriguez Torrado; Philip Bontrager; Ahmed Khalifa 001; Julian Togelius; Sebastian Risi (CoRR, 2018)

"Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games. - Philip Bontrager; Ahmed Khalifa 001; Damien Anderson; Matthew Stephenson; Christoph Salge; Julian Togelius (AIIDE, 2019)

Procedural Content Generation through Quality Diversity. - Daniele Gravina; Ahmed Khalifa 001; Antonios Liapis; Julian Togelius; Georgios N. Yannakakis (CoG, 2019)

ELIMINATION from Design to Analysis. - Ahmed Khalifa 001; Dan Gopstein; Julian Togelius (CoG, 2019)

Level Design Patterns in 2D Games. - Ahmed Khalifa 001; Fernando de Mesentier Silva; Julian Togelius (CoG, 2019)

Two-step constructive approaches for dungeon generation. - Michael Cerny Green; Ahmed Khalifa 001; Athoug Alsoughayer; Divyesh Surana; Antonios Liapis; Julian Togelius (FDG, 2019)

Intentional computational level design. - Ahmed Khalifa 001; Michael Cerny Green; Gabriella A. B. Barros; Julian Togelius (GECCO, 2019)

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning. - Arthur Juliani; Ahmed Khalifa 001; Vincent-Pierre Berges; Jonathan Harper; Ervin Teng; Hunter Henry; Adam Crespi; Julian Togelius; Danny Lange (IJCAI, 2019)

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning. - Arthur Juliani; Ahmed Khalifa 001; Vincent-Pierre Berges; Jonathan Harper; Hunter Henry; Adam Crespi; Julian Togelius; Danny Lange (CoRR, 2019)

Tree Search vs Optimization Approaches for Map Generation. - Debosmita Bhaumik; Ahmed Khalifa 001; Michael Cerny Green; Julian Togelius (CoRR, 2019)

Automatic Critical Mechanic Discovery in Video Games. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Tiago Machado; Julian Togelius (CoRR, 2019)

General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms. - Diego Pérez-Liébana; Jialin Liu 001; Ahmed Khalifa 001; Raluca D. Gaina; Julian Togelius; Simon M. Lucas (IEEE Trans. Games, 2019)

General Video Game Artificial Intelligence - Diego Pérez-Liébana; Simon M. Lucas; Raluca D. Gaina; Julian Togelius; Ahmed Khalifa 001; Jialin Liu 001 (Morgan & Claypool Publishers, 2019)

Tree Search versus Optimization Approaches for Map Generation. - Debosmita Bhaumik; Ahmed Khalifa 001; Michael Cerny Green; Julian Togelius (AIIDE, 2020)

PCGRL: Procedural Content Generation via Reinforcement Learning. - Ahmed Khalifa 001; Philip Bontrager; Sam Earle; Julian Togelius (AIIDE, 2020)

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking. - Matthew Stephenson; Damien Anderson; Ahmed Khalifa 001; John Levine; Jochen Renz; Julian Togelius; Christoph Salge (CEC, 2020)

Baba is Y'all: Collaborative Mixed-Initiative Level Design. - M Charity; Ahmed Khalifa 001; Julian Togelius (CoG, 2020)

Mario Level Generation From Mechanics Using Scene Stitching. - Michael Cerny Green; Luvneesh Mugrai; Ahmed Khalifa 001; Julian Togelius (CoG, 2020)

Bootstrapping Conditional GANs for Video Game Level Generation. - Ruben Rodriguez Torrado; Ahmed Khalifa 001; Michael Cerny Green; Niels Justesen; Sebastian Risi; Julian Togelius (CoG, 2020)

Rotation, Translation, and Cropping for Zero-Shot Generalization. - Chang Ye; Ahmed Khalifa 001; Philip Bontrager; Julian Togelius (CoG, 2020)

Mech-Elites: Illuminating the Mechanic Space of GVG-AI. - M Charity; Michael Cerny Green; Ahmed Khalifa 001; Julian Togelius (FDG, 2020)

Automatic Critical Mechanic Discovery Using Playtraces in Video Games. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Tiago Machado; Julian Togelius (FDG, 2020)

Multi-Objective level generator generation with Marahel. - Ahmed Khalifa 001; Julian Togelius (FDG, 2020)

Mech-Elites: Illuminating the Mechanic Space of GVGAI. - M Charity; Michael Cerny Green; Ahmed Khalifa 001; Julian Togelius (CoRR, 2020)

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network. - Matthew C. Fontaine; Ruilin Liu; Ahmed Khalifa 001; Julian Togelius; Amy K. Hoover; Stefanos Nikolaidis (CoRR, 2020)

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network. - Matthew C. Fontaine; Ruilin Liu; Ahmed Khalifa 001; Jignesh Modi; Julian Togelius; Amy K. Hoover; Stefanos Nikolaidis (AAAI, 2021)

Lode Encoder: AI-constrained co-creativity. - Debosmita Bhaumik; Ahmed Khalifa 001; Julian Togelius (CoG, 2021)

Learning Controllable Content Generators. - Sam Earle; Maria Edwards; Ahmed Khalifa 001; Philip Bontrager; Julian Togelius (CoG, 2021)

Mixed-Initiative Level Design with RL Brush. - Omar Delarosa; Hang Dong; Mindy Ruan; Ahmed Khalifa 001; Julian Togelius (EvoMUSART, 2021)

Game Mechanic Alignment Theory. - Michael Cerny Green; Ahmed Khalifa 001; Rodrigo Canaan; Philip Bontrager; Julian Togelius (FDG, 2021)

Game Mechanic Alignment Theory and Discovery. - Michael Cerny Green; Ahmed Khalifa 001; Philip Bontrager; Rodrigo Canaan; Julian Togelius (CoRR, 2021)

Deep learning for procedural content generation. - Jialin Liu 001; Sam Snodgrass; Ahmed Khalifa 001; Sebastian Risi; Georgios N. Yannakakis; Julian Togelius (Neural Comput. Appl., 2021)

Play with Emotion: Affect-Driven Reinforcement Learning. - Matthew Barthet; Ahmed Khalifa 001; Antonios Liapis; Georgios N. Yannakakis (ACII, 2022)

Predicting Personas Using Mechanic Frequencies and Game State Traces. - Michael Cerny Green; Ahmed Khalifa 001; M Charity; Debosmita Bhaumik; Julian Togelius (CEC, 2022)

Generative Personas That Behave and Experience Like Humans. - Matthew Barthet; Ahmed Khalifa 001; Antonios Liapis; Georgios N. Yannakakis (FDG, 2022)

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials. - Michael Cerny Green; Ahmed Khalifa 001; M Charity; Julian Togelius (FDG, 2022)

Mutation Models: Learning to Generate Levels by Imitating Evolution. - Ahmed Khalifa 001; Julian Togelius; Michael Cerny Green (FDG, 2022)

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset. - Matthew Siper; Ahmed Khalifa 001; Julian Togelius (SSCI, 2022)

Learning to Generate Levels by Imitating Evolution. - Ahmed Khalifa 001; Michael Cerny Green; Julian Togelius (CoRR, 2022)

Controllable Path of Destruction. - Matthew Siper; Sam Earle; Zehua Jiang; Ahmed Khalifa 001; Julian Togelius (CoG, 2023)

Lode Enhancer: Level Co-creation Through Scaling. - Debosmita Bhaumik; Julian Togelius; Georgios N. Yannakakis; Ahmed Khalifa 001 (FDG, 2023)

A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System. - M Charity; Yash Bhartia; Daniel Zhang; Ahmed Khalifa 001; Julian Togelius (CoRR, 2023)

Evolutionary Machine Learning and Games. - Julian Togelius; Ahmed Khalifa 001; Sam Earle; Michael Cerny Green; Lisa B. Soros (CoRR, 2023)

Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers. - Matthew Barthet; Diogo Branco; Roberto Gallotta; Ahmed Khalifa 001; Georgios N. Yannakakis (ACII, 2024)

Affectively Framework: Towards Human-Like Affect-Based Agents. - Matthew Barthet; Roberto Gallotta; Ahmed Khalifa 001; Antonios Liapis; Georgios N. Yannakakis (ACII (Workshops and Demos), 2024)

Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System. - M Charity; Isha Dave; Ahmed Khalifa 001; Julian Togelius (IEEE Trans. Games, 2024)

ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search. - Sam Earle; Ahmed Khalifa 001; Muhammad Umair Nasir; Zehua Jiang; Graham Todd; Andrzej Banburski-Fahey; Julian Togelius (CoG, 2025)

The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games. - Ahmed Khalifa 001; Roberto Gallotta; Matthew Barthet; Antonios Liapis; Julian Togelius; Georgios N. Yannakakis (FDG, 2025)

Evolutionary Level Repair. - Debosmita Bhaumik; Julian Togelius; Georgios N. Yannakakis; Ahmed Khalifa 001 (CoRR, 2025)