Julian Togelius

According to our database1, Julian Togelius authored at least 247 papers between 2004 and 2018.

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

Timeline

Legend:

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PhD thesis 
Other 

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Homepages:

On csauthors.net:

Bibliography

2018
DATA Agent.
CoRR, 2018

Evolving Agents for the Hanabi 2018 CIG Competition.
CoRR, 2018

Towards Game-based Metrics for Computational Co-creativity.
CoRR, 2018

Pommerman: A Multi-Agent Playground.
CoRR, 2018

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking.
CoRR, 2018

Generating Levels That Teach Mechanics.
CoRR, 2018

AtDelfi: Automatically Designing Legible, Full Instructions For Games.
CoRR, 2018

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

Talakat: Bullet Hell Generation through Constrained Map-Elites.
CoRR, 2018

Deep Reinforcement Learning for General Video Game AI.
CoRR, 2018

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

Playing Atari with Six Neurons.
CoRR, 2018

Data-driven Design: A Case for Maximalist Game Design.
CoRR, 2018

"Press Space to Fire": Automatic Video Game Tutorial Generation.
CoRR, 2018

Generative Design in Minecraft (GDMC), Settlement Generation Competition.
CoRR, 2018

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

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics.
CoRR, 2018

Who Killed Albert Einstein? From Open Data to Murder Mystery Games.
CoRR, 2018

Deceptive Games.
CoRR, 2018

Deep Interactive Evolution.
CoRR, 2018

CIS Publication Spotlight [Publication Spotlight].
IEEE Comp. Int. Mag., 2018

CIS Publication Spotlight [Publication Spotlight].
IEEE Comp. Int. Mag., 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

Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division.
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. Intellig. and AI in Games, 2017

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

Affective evolutionary music composition with MetaCompose.
Genetic Programming and Evolvable Machines, 2017

Deep Learning for Video Game Playing.
CoRR, 2017

Procedural Content Generation via Machine Learning (PCGML).
CoRR, 2017

Evolving Game Skill-Depth using General Video Game AI Agents.
CoRR, 2017

DeepTingle.
CoRR, 2017

DeepMasterPrint: Generating Fingerprints for Presentation Attacks.
CoRR, 2017

Autoencoder-augmented Neuroevolution for Visual Doom Playing.
CoRR, 2017

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

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, BigData 2017, 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. Intellig. and AI in Games, 2016

The 2014 General Video Game Playing Competition.
IEEE Trans. Comput. Intellig. and AI in Games, 2016

Evolving models of player decision making: Personas versus clones.
Entertainment Computing, 2016

AI Researchers, Video Games Are Your Friends!
CoRR, 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, UPMC, Paris, France, June 27, 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. Intellig. and AI in Games, 2015

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

Constrained Novelty Search: A Study on Game Content Generation.
Evolutionary Computation, 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

AI Researchers, Video Games are your Friends!
Proceedings of the 7th International Joint Conference on Computational Intelligence (IJCCI 2015), 2015

SMUG: Scientific Music Generator.
Proceedings of the Sixth International Conference on Computational Creativity, Park City, Utah, USA, June 29, 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. Evolutionary Computation, 2014

Guest Editorial: General Games.
IEEE Trans. Comput. Intellig. and AI in Games, 2014

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

Neuroevolution in Games: State of the Art and Open Challenges.
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. Intellig. and AI in Games, 2013

Controllable procedural map generation via multiobjective evolution.
Genetic Programming and Evolvable Machines, 2013

Imitating human playing styles in Super Mario Bros.
Entertainment Computing, 2013

Geometric Differential Evolution for Combinatorial and Programs Spaces.
Evolutionary Computation, 2013

Active Player Modelling.
CoRR, 2013

The Mario AI Championship 2009-2012.
AI Magazine, 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. Intellig. and AI in Games, 2012

The Mario AI Benchmark and Competitions.
IEEE Trans. Comput. Intellig. and AI in 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

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

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

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

Experience-Driven Procedural Content Generation.
IEEE Trans. Affective Computing, 2011

Measuring Intelligence through Games
CoRR, 2011

The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs].
IEEE Comp. Int. 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

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. Intellig. and AI in Games, 2010

The 2009 Simulated Car Racing Championship.
IEEE Trans. Comput. Intellig. and AI 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.
KI, 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.
Genetic Programming and Evolvable Machines, 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
Evolving controllers for simulated car racing
CoRR, 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.
Journal of Intelligent and Fuzzy Systems, 2004

Evolution of a Subsumption Architecture Neurocontroller
CoRR, 2004


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