Julian Togelius

Associate Professor
Department of Computer Science and Engineering
Tandon School of Engineering
New York University
2 MetroTech Center, Brooklyn, NY 11201, USA
Co-director of the NYU Game Innovation Lab
Editor-in-Chief, IEEE Transactions on Games
Contact:
+1 917 285 3152
julian@togelius.com

 

 

 

Research interests
I'm working on artificial intelligence techniques for making computer games more fun, and on games for making artificial intelligence smarter. I ask what AI can do for games, and what games can do for AI.

I want to make computer games adapt to their players through finding out what players want (whether they know it or not) and creating new game levels, challenges or rules that suit the players. Related to this is the challenge of making sense of large amounts of data generated by computer games, and on assisting human game designers in creating great game experiences. I also want to make opponents and collaborators in games more intelligent and believable, research that has applications far outside of computer games. I believe games, in particular video games, are perfect test-beds for AI methods. But it is important that you test your algorithms not just on a single game, but on a large number of games, so you focus on general intelligence and not just solving a single problem.

That was the easily readable version of what I do. This is the more technical version:

I'm interested in most topics in the intersection between computational intelligence and games. I currently focus on search-based procedural content generation, which means using evolutionary algorithms (or other global optimization algorithms) to search the space of game content, such as levels, maps or game rules. A key problem here is how to evaluate the candidate content, i.e. how to create a fitness function for game content. My and my colleagues attack this problem in a variety of ways, e.g. by creating theoretically founded and/or data driven models of player experience, by simulated gameplay using heuristic agents augmented by behavioural models of human players, and by measuring the performance of learning algorithms on candidate game rules.

In order to do this, we need to be able to learn how to play a particular game as well as possible, and/or how to play it in a particular manner. These are interesting and worthy challenges in their own right, with additional applications to e.g. robotics. In this context, I've been working on evolutionary reinforcement learning in digital game domains, exploring techniques such as incremental evolution, competitive co-evolution and the hybridization of evolution with ontogenetic RL algorithms such as TD-learning. But it's not enough to learn well; one must know how well one learns. My contribution to fair and reliable benchmarking of RL algorithms and game AI in general takes the form of inventing and running competitions based on digital action games, such as car racing and Super Mario Bros. Recently, I have been involved in starting and organizing the General Video Game Competition, and much of my efforts currently revolve around this framework.

As mentioned above, we often want to learn not only how to play a game as well as possible, but also how to reproduce a particular playing style. We might also be interested in learning other aspects of the game player, notably what game experiences she prefers. (If we know how the player plays and what she wants, we can automatically evaluate new candidate game content before introducing it into the game.) Here, I have been working on player modelling through preference learning, and on data mining on large sets of game data. I've also been looking at various methods of reproducing player behaviour through machine learning based on player data.

In the past, I have worked on several topics in evolutionary computation, in particular a project to unify evolutionary methods in a geometric framework. I've also at various points published research on e.g. evolutionary robotics and modularity in neural networks, and maintain an interest in these topics. And before getting caught up in computational intelligence, I was interested in consciousness and the problem of other minds, but I guess I'm too impatient for philosophy. Now, this text is already too long...


Impact
Google scholar citations page

Selected media coverage
Cleverness isn't everything for a gaming artificial intelligence, New Scientist (18 February 2016).
AI, acting and the weird future of open-world games, Eurogamer (21 November 2015).
Why Artificial Intelligence Researchers Love 'Super Mario Bros.', VICE Motherboard (30 October 2015).
Forskaren vill avdramatisera bilden av artificiell intelligens, Sydsvenskan/HD (14 February 2015)
Malmöforskare kan göra speldesigners arbetslösa, Sydsvenskan/City (13 January 2015)
Gaming bots learn from how we play, New Scientist (24 September 2014)
AI card game knows how to bend the rules, New Scientist (3 May 2013)
Game do futuro "sentirá" jogador, diz pesquisador, O Globo (2012)
Online games are a gold mine for design ideas (Local copy), New Scientist (23 August 2010)
Des jeux vidéo sur mesure, Le Monde (9 December 2009)
Should Computer Games Adapt to the Way You Play?, Slashdot (13 October 2009)
Adaptive games promise high scores for everyone (Local copy), New Scientist (7 October 2009)
AI tested on 'Super Mario' video game, MSNBC / Discovery Channel News Service (17 August 2009)
Quand c'est l'ordinateur qui joue ā Mario, Le Monde (7 August 2009)
Race is on to evolve the ultimate Mario, New Scientist (5 August 2009)
Mario AI Competition, Slashdot (5 August 2009)
Game that develops itself could save industry, The Guardian (21 January 2009)
Autonomous driving systems aim to drive dirty, New Scientist (23 March 2007)
"Another Step Towards the Driverless Car", Slashdot (23 March 2007)

Ongoing organisational activities
General chair for IEEE Computational Intelligence and Games 2017.
Keynotes chair for Foundations of Digital Games 2017.
Co-organizer of the General Video Game Playing Competition.

Past organisational activities
Tutorials and keynotes chair of IEEE Computational Intelligence and Games 2016.
Track chair for the DETA track of GECCO 2016.
Program chair for Foundations of Digital Games 2015.
Track chair for the DETA track of GECCO 2014.
Technical co-chair for IEEE Conference of Computational Intelligence and Games 2013.
Workshops chair for Artificial Intelligence and Interactive Digital Entertainment 2013.
Workshops chair for Foundations of Digital Games 2013.
Associate Editor for IEEE Transactions on Computational Intelligence and Games
Co-organiser of the Dagstuhl seminar on Artificial and Computational Intelligence in Games.
Competitions chair for IEEE CIG 2012.
Co-chair of EvoGames (part of EvoApplications) 2012.
Co-chair of the Procedural Content Generation Workshop at FDG 2012.
Chair of IEEE CIS Games TC 2011-2012
Competitions chair for IEEE CIG 2011.
Co-chair of EvoGames (part of EvoApplications) 2011.
Co-organizer of the Procedural Content Generation Workshop at FDG 2011.
General co-chair for CIG 2010
Competitions chair for ICE-GIC 2010
Co-organizing the 2010 Mario AI Championship, including the world's first PCG competition!
Co-organizing the 2009 Mario AI Competition
Publicity Chair for IEEE CIG 2009
Competitions Chair for ICE-GIC 2009
Co-organizing the Simulated Car Racing Championship 2009
Co-organizing the CEC 2009 Special Session on Computational Intelligence and Games
CIG 2008 Simulated Car Racing Competition
WCCI 2008 Simulated Car Racing Competition
CEC 2007 Simulated Car Racing Competition
CIG 2007 Simulated Car Racing Competition

Current and past PhD Students
Michael Green (started 2016, NYU): AI and games.
Athoug Alsoughayer (started 2016, NYU): AI and games.
Ahmed Khalifa (started 2015, NYU): General level generation.
Andre Mendes (started 2015, NYU): Hyper-heuristic game playing.
Tiago Machado (started 2015, NYU): AI-assisted game design.
Philip Bontrager (started 2015, with Nasir Memon, NYU): Security, AI and games.
Marco Scirea (started 2014, with Peter Eklund and Sebastian Risi, ITU Copenhagen): Affective music generation for games.
Gabriella Barros (started 2014, ITU Copenhagen and NYU): Data games.
Christoffer Holmgåd (2012-2015, with Georgios Yannakakis): Player decision modeling with procedural personas.
Steve Dahlskog (started 2011, with Paul Davidsson, Malmö Högskola): Design Patterns in Procedural Content Generation (provisional title).
Antonios Liapis (started 2011, with Georgios Yannakakis, ITU Copenhagen): Mixed-initiative Game Design Automata.
Corrado Grappiolo (2010-2014, with Georgios Yannakakis, ITU Copenhagen): Unveiling Collaborative Group Identities in Social Synthetic Environments from Interaction Data.
Noor Shaker (2009-2013, with Georgios Yannakakis, ITU Copenhagen): Towards Player-Driven Procedural Content Generation
Tobias Mahlmann (2009-2013, with Georgios Yannakakis, ITU Copenhagen): Modelling and Generating Strategy Game Mechanics
Afsaneh Doryab (2010-2012, with Jakob Bardram, ITU Copenhagen): Context-aware information adaptation in collaborative settings.

Want to work with me?
The Department of Computer Science and Engineering at New York University admits new PhD students once annually; usually, the deadline is in December for starting your PhD in September the year after (check the department webpages for the call). My ability to accept new PhD students is constrained by the availability of research funds, which is somewhat hard to predict. If you already have a scholarship, e.g. from NSF or from your home country, this makes things considerably easier.

If you want to do a PhD with me, send me a mail before submitting the official application to NYU. I generally only accept students that are already somewhat familiar with my work and with the research area I work in. Therefore, include a one-page draft research plan with your mail that shows that you have read and understood some of the literature and that you understand what it means to do research in this field. Also, include any papers you might already have published. Having published papers greatly increases your chances of acceptance.

From time to time, I advertise postdoctoral research positions; subscribe to mailing lists such as the cigames or proceduralcontent Google groups to be in the know about any upcoming positions.

If you are a currently enrolled bachelors or masters students interested doing a project or thesis within AI and games, come to one of our weekly meetings in the Game Innovation Lab.

 

Books
Georgios N. Yannakakis and Julian Togelius (2018): Artificial Intelligence and Games. Springer.

Noor Shaker, Julian Togelius and Mark J. Nelson (2016): Procedural Content Generation in Games. Springer.

Peer-reviewed publications
31 journal articles, 130 conference/symposium papers, 6 book chapters and 32 workshop papers in reverse chronological order.

Philip Bontrager, Wending Lin, Julian Togelius, Sebastian Risi (2018): Deep Interactive Evolution. EvoMusArt, 267-282.

Damien Anderson, Matthew Stephenson, Julian Togelius, Christian Salge, John Levine, Jochen Renz (2018): Deceptive Games. EvoApplications, 376-391.

Christoffer Holmgård, Michael Cerny Green, Antonios Liapis, Julian Togelius Julian Togelius (2018): Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics. IEEE Transactions on Games.

Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius (2018): Who Killed Albert Einstein? From Open Data to Murder Mystery Games. IEEE Transactions on Games.

Aaron Isaksen, Dan Gopstein, Julian Togelius and Andy Nealen (2018): Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis. IEEE Transactions on Games.

Perttu Hämäläinen, Xiaoxiao Ma, Jari Takatalo, Julian Togelius (2017): Predictive Physics Simulation in Game Mechanics. CHI Play.

Paul Squires, Harold G. Kaufman, Julian Togelius, Catalina M. Jaramillo (2017): A comparative sequence analysis of career paths among knowledge workers in a multinational bank. IEEE Big Data Workshops, 3604-3612.

Aaron Isaksen, Christoffer Holmg&aaring;rd and Julian Togelius (2017): Semantic Hashing for Video Games. Journal of Game and Puzzle Design.

Ahmed Khalifa and Julian Togelius (2017): Marahel: A Language for Constructive Level Generation. EXAG workshop at AIIDE.

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros and Julian Togelius (2017): "Press Space To Fire": Automatic Video Game Tutorial Generation. EXAG workshop at AIIDE.

Niels Justesen, Tobias Mahlmann, Sebastian Risi and Julian Togelius (2017): Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search. IEEE Transactions on Computational Intelligence and AI in Games.

Marco Scirea, Julian Togelius, Peter Eklund and Sebastian Risi (2017): Affective evolutionary music composition with MetaCompose. Genetic Programming and Evolvable Machines.

Samuel Alvernaz and Julian Togelius (2017): Autoencoder-augmented Neuroevolution for Visual Doom Playing. IEEE Conference on Computational Intelligence and Games (CIG).

Ahmed Khalifa, Michael Cerny Green, Diego Perez Liebana and Julian Togelius (2017): General Video Game Rule Generation. IEEE Conference on Computational Intelligence and Games (CIG).

Scott Lee and Julian Togelius (2017): Showdown AI Competition. IEEE Conference on Computational Intelligence and Games (CIG).

Tiago Machado, Andy Nealen and Julian Togelius (2017): SeekWhence: A Retrospective Analysis Tool for General Game Design. Foundations of Digital Games (FDG).

Fernando de Mesentier Silva, Scott Lee, Julian Togelius and Andy Nealen (2017): AI-based Playtesting of Contemporary Board Games. Foundations of Digital Games (FDG).

Marco Scirea, Peter Eklund, Julian Togelius and Sebastian Risi (2017): Can You Feel It? Evaluation of A ective Expression in Music Generated by MetaCompose. Genetic and Evolutionary Computation Conference (GECCO).

Jialin Liu, Julian Togelius, Diego Perez-Liebana, Simon M. Lucas (2017): Evolving Game Skill-Depth using General Video Game AI Agents. IEEE Congress on Evolutionary Computation (CEC).

Ahmed Khalifa, Gabriella A. B. Barros and Julian Togelius (2017): DeepTingle. International Conference on Computational Creativity (ICCC).

Tiago Machado, Andy Nealen and Julian Togelius (2017): CICERO: Computationally Intelligent Collaborative EnviROnment for game and level design. CCGW workshop at ICCC.

Ivan Bravi, Ahmed Khalifa, Christoffer Holmgård and Julian Togelius (2017): Evolving game-Specific UCB alternatives for General Video Game Playing. Proceedings of EvoApplications.

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

Frank Lantz, Aaron Isaksen, Alexander Jaffe, Andy Nealen and Julian Togelius (2017): Depth in Strategic Games. Proceedings of the AAAI WNAIG workshop.

Benedikte Mikkelsen, Christoffer Holmgård and Julian Togelius (2017): Ethical Considerations for Player Modeling. Proceedings of the AAAI WNAIG workshop.

Fernando de Mesentier Silva, Scott, Julian Togelius and Andy Nealen (2017): AI as Evaluator: Search Driven Playtesting of Modern Board Games

Sebastian Risi and Julian Togelius (2017): Neuroevolution in Games: State of the Art and Open Challenges. IEEE Transactions on Computational Intelligence and AI in Games.

Julian Togelius (2016): AI Researchers, Video Games Are Your Friends! Computational Intelligence, Springer.

Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård and Julian Togelius (2016): Portfolio Online Evolution in StarCraft. Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Philip Bontrager, Ahmed Khalifa, Andre Mendes and Julian Togelius (2016): Matching Games and Algorithms for General Video Game Playing. Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Scott Lee, Aaron Isaksen, Christoffer Holmgård and Julian Togelius (2016): Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks. EXAG Workshop at AIIDE.

Julian Togelius and Georgios N. Yannakakis (2016): General General Game AI. Proceedings of IEEE Computational Intelligence and Games.

Christoffer Holmgård, Julian Togelius and Lars Henriksen (2016): Computational Intelligence and Cognitive Performance Assessment Games. Proceedings of IEEE Computational Intelligence and Games.

Andre Mendes, Andy Nealen and Julian Togelius (2016): Hyper-Heuristic General Video Game Playing. Proceedings of IEEE Computational Intelligence and Games.

Fernando Silva, Aaron Isaksen, Julian Togelius and Andy Nealen (2016): Generating Heuristics for Novice Players. Proceedings of IEEE Computational Intelligence and Games.

Diego Perez, Spyros Samothrakis, Julian Togelius, Tom Schaul and Simon M. Lucas (2016): Analyzing the Robustness of General Video Game Playing Agents. Proceedings of IEEE Computational Intelligence and Games.

Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen and Julian Togelius (2016): Shopping for Game Mechanics. Proceedings of the FDG Workshop on Procedural Content Generation.

Aaron Isaksen, Christoffer Holmgård, Julian Togelius and Andy Nealen (2016): Characterising Score Distributions in Dice Games. Game and Puzzle Design.

Rishabh Jain, Aaron Isaksen, Christoffer Holmgård and Julian Togelius (2016): Autoencoders for Level Generation, Repair, and Recognition. ICCC Workshop on Computational Creativity and Games.

Gabriella Barros, Antonios Liapis and Julian Togelius (2016): Murder Mystery Generation from Open Data. Proceedings of the International Conference on Computational Creativity (ICCC).

Gabriella Barros, Antonios Liapis and Julian Togelius (2016): Playing with Data: Procedural Generation of Adventures from Open Data. Proceedings of DiGRA-FDG.

Ivan Bravi, Ahmed Khalifa, Christoffer Holmgård and Julian Togelius (2016): Evolving UCT Alternatives for General Video Game Playing. Proceedings of the IJCAI workshop on General Intelligence in Game-playing Agents (GIGA).

Ahmed Khalifa, Aaron Isaksen, Julian Togelius and Andy Nealen (2016): Modifying MCTS for Human-like General Video Game Playing. Proceedings of IJCAI.

Ahmed Khalifa, Diego Perez-Liebana, Simon M. Lucas and Julian Togelius (2016): General Video Game Level Generation. Proceedings of GECCO.

Daniel Jallov, Sebastian Risi and Julian Togelius (2016): EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains. IEEE Transactions on Computational Intelligence and AI in Games.

Niels Justesen, Tobias Mahlmann and Julian Togelius (2016): Online Evolution for Multi-Action Adversarial Games. Proceedings of EvoApplications.

Jose M. Font, Roberto Izquierdo, Daniel Manrique and Julian Togelius (2016): Constrained Level Generation through Grammar-Based Evolutionary Algorithms. Proceedings of EvoApplications.

Marco Scirea, Julian Togelius, Peter Eklund and Sebastian Risi (2016): MetaCompose: A Compositional Evolutionary Music Composer. Proceedings of EvoMusArt.

Aaron Isaksen, Julian Togelius, Frank Lantz and Andy Nealen (2016): Playing Games Across the Superintelligence Divide. Proceedings of the AAAI Workshop on AI, Ethics and Society.

Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis (2015): Monte-Carlo Tree Search for Persona Based Player Modeling. AIIDE Workshop on Player Modeling.

Frederik Frydenberg, Kasper Andersen, Sebastian Risi and Julian Togelius (2015): Investigating MCTS Modifications in General Video Game Playing. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Thorbjørn S. Nielsen, Gabriella Barros, Julian Togelius and Mark J. Nelson (2015): Towards generating arcade game rules with VGDL. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Amy K. Hoover, Julian Togelius and Georgios N. Yannakakis (2015): Composing Video Game Levels with Music Metaphors through Functional Scaffolding. Proceedings of the ICCC Workshop on Computational Creativity and Games.

Aaron Isaken, Dan Gopstein, Julian Togelius and Andy Nealen (2015): Discovering Unique Game Variants. Proceedings of the ICCC Workshop on Computational Creativity and Games.

Gabriella Barros, Antonios Liapis and Julian Togelius (2015): Data Adventures. Proceedings of the FDG Workshop on Procedural Content Generation.

Michael Cook, Gillian Smith, Tommy Thompson, Julian Togelius and Alexander Zook (2015): Hackademics: A Case for Game Jams At Academic Conferences. FDG Workshop on Game Jams, Hackathons and Game Creation Events.

Steve Dahlskog, Staffan Björk and Julian Togelius (2015): Patterns, Dungeons and Generators. Foundations of Digital Games (FDG).

Kristian Hjaltason, Steffen Christophersen, Julian Togelius and Mark J. Nelson (2015): Game mechanics telling stories? An experiment. Foundations of Digital Games (FDG).

Benjamin Mark, Tudor Berechet, Tobias Mahlmann and Julian Togelius (2015): Procedural Generation of 3D Caves for Games on the GPU. Foundations of Digital Games (FDG).

Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith (2015): AI-based Game Design Patterns. Foundations of Digital Games (FDG).

Jacob Fischer, Nikolaj Falsted, Mathias Vielwerth, Julian Togelius and Sebastian Risi (2015): Monte-Carlo Tree Search for Simulated Car Racing. Foundations of Digital Games (FDG).

Marco Scirea, Gabriella Barros, Noor Shaker and Julian Togelius (2015): SMUG: Scientific Music Generator

Gabriella Barros and Julian Togelius (2015): Balanced Civilization Map Generation based on Open Data. IEEE Congress on Evolutionary Computation (CEC).

Jan Piskur, Peter Greve, Julian Togelius and Sebastian Risi (2015): BrainCrafter: An Investigation Into Human-based Neural Network Engineering. IEEE Congress on Evolutionary Computation (CEC).

Yun-Gyung Cheong, Alaina K. Jensen, Elin Gudnadottir, Byung-Chull Bae and Julian Togelius (2015): Detecting Predatory Behaviour in Game Chats. IEEE Transactions on Computational Intelligence and Games.

Diego Perez, Spyridon Samothrakis, Julian Togelius, Tom Schaul, Simon Lucas, Adrien Couetoux, Jerry Lee, Chong-U Lim and Tommy Thompson (2015): The 2014 General Video Game Playing Competition. IEEE Transactions on Computational Intelligence and AI in Games (to appear).

Thorbjorn S. Nielsen, Gabriella Barros, Julian Togelius and Mark J. Nelson (2015): General video game evaluation using relative algorithm performance profiles. Proceedings of EvoApplications.

Marco Scirea, Mark J. Nelson and Julian Togelius (2015): Moody music generator: Characterising control parameters using crowdsourcing. Proceedings of EvoMusArt.

Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis and Julian Togelius (2015): Procedural Personas as Critics for Dungeon Generation. Proceedings of EvoApplications.

Mohammad Shaker, Noor Shaker, Julian Togelius and Mohamed Abou-Zliekha (2015): A Progressive Approach to Content Generation. Proceedings of EvoApplications.

Mohammad Shaker, Noor Shaker, Mohamed Abou-Zliekha and Julian Togelius (2015): A Projection-Based Approach for Real-time Assessment and Playability Check for Physics-Based Games. Proceedings of EvoApplications.

Julian Togelius (2014): How to run a successful game-based AI competition. IEEE Transactions on Computational Intelligence and AI in Games.

Georgios N. Yannakakis and Julian Togelius (2014): A Panorama of Artificial and Computational Intelligence in Games . IEEE Transactions on Computational Intelligence and AI in Games.

Steve Dahlskog, Julian Togelius and Mark J. Nelson (2014): Linear levels through n-grams. Proceedings of Academic MindTrek.

Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis (2014): Personas versus Clones for Player Decision Modeling. Proceedings of the International Conference on Entertainment Computing (ICEC).

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2014): Designer Modeling for Sentient Sketchbook. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).

Mike Preuss, Antonios Liapis and Julian Togelius (2014): Searching for Good and Diverse Game Levels. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).

Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis (2014): Evolving Personas for Player Decision Modeling. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).

Steve Dahlskog and Julian Togelius (2014): A Multi-level Level Generator. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).

Niels Justesen, Balint Tillman, Julian Togelius and Sebastian Risi (2014): Script- and Cluster-based UCT for StarCraft. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).

Emil Juul Jacobsen, Rasmus Greve and Julian Togelius (2014): Monte Mario: Platforming with MCTS. Proceedings of the ACM Conference on Genetic and Evolutionary Computation (Gecco).

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2014): Computational Game Creativity. Proceedings of the International Conference on Computational Creativity (ICCC).

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2014): Constrained Novelty Search: A Study on Game Content Generation. Evolutionary Computation Journal.

Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith and Julian Togelius (2014): A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework. Proceedings of Foundations of Digital Games.

Julian Togelius, Noor Shaker and Georgios N. Yannakakis (2014): Active Player Modelling. Proceedings of Foundations of Digital Games.

Andrew Borg Cardona, Aske Walther Hansen, Julian Togelius and Marie Gustafsson Friberger (2014): Open Trumps, a Data Game. Proceedings of Foundations of Digital Games.

Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis (2014): Generative Agents for Player Decision Modeling in Games. Proceedings of Foundations of Digital Games.

Julian Togelius, Mark J. Nelson and Antonios Liapis (2014): Characteristics of Generatable Games. Proceedings of the Procedural Content Generation Workshop at FDG.

Steve Dahlskog and Julian Togelius (2014): Procedural Content Generation Using Patterns as Objectives. Proceedings of EvoGames, part of EvoStar.

Marc Ebner, John Levine, Simon M. Lucas, Tom Schaul, Tommy Thompson and Julian Togelius (2013): Towards a Video Game Description Language. Dagstuhl Follow-ups volume 6: Artificial and Computational Intelligence in Games.

Julian Togelius, Alex J Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss and Kenneth O. Stanley (2013): Procedural Content Generation: Goals, Challenges and Actionable Steps. Dagstuhl Follow-ups volume 6: Artificial and Computational Intelligence in Games.

Diego Perez, Julian Togelius, Spyridon Samothrakis, Philipp Rohlfshagen and Simon M. Lucas (2013): Automated Map Generation for the Physical Travelling Salesman Problem. IEEE Transactions on Evolutionary Computation.

Julian Togelius, Noor Shaker, Sergey Karakovskiy and Georgios N. Yannakakis (2013): The Mario AI Championship 2009-2012. AI Magazine, 34(3), 89-92.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2013): Designer Modeling for Personalized Game Content Creation Tools. Proceedings of AI and Game Aesthetics Workshop at AIIDE.

Mohammad Shaker, Noor Shaker and Julian Togelius (2013): Evolving Playable Content for Cut the Rope through a Simulation-Based Approach. Proceedings of the Artificial Intelligence in Digital Interactive Entertainment (AIIDE) conference.

Christoffer Holmgård, Julian Togelius and Georgios N. Yannakakis (2013): Decision Making Styles as Deviation from Rational Action A Super Mario Case Study. Proceedings of the Artificial Intelligence in Digital Interactive Entertainment (AIIDE) conference.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2013): Towards a Generic Method of Evaluating Game Levels. Proceedings of the Artificial Intelligence in Digital Interactive Entertainment (AIIDE) conference.

Nils Iver Holtar, Mark J. Nelson and Julian Togelius (2013): Audioverdrive: Exploring bidirectional communication between music and gameplay. Proceedings of the International Computer Music Conference.

Mohammad Shaker, Mhd Hasan Sarhan, Ola Al Naameh, Noor Shaker and Julian Togelius (2013): Automatic Generation and Analysis of Physics-Based Puzzle Games. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Antonios Liapis, Hector Perez Martins, Julian Togelius and Georgios N. Yannakakis (2013): Adaptive Game Level Creation through Rank-based Interactive Evolution. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Alessandro Canossa, Josep B. Martinez and Julian Togelius (2013): Give Me a Reason to Dig: Minecraft and the Psychology of Motivation. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Likith P. K. Satish, Vinay S. Ethiraj, Stefan J. Johansson, Robert Reynolds, Leonard Kinnaird-Heether, Tom Schumann and Marcus Gallagher (2013): The Turing Test Track of the 2012 Mario AI Championship: Entries and Evaluation. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2013): Enhancements to Constrained Novelty Search: Two-Population Novelty Search for Generating Game Content. Proceedings of the Genetic and Evolutionary Competition Conference (Gecco).

Corrado Grappiolo, Julian Togelius and Georgios N. Yannakakis (2013): Interaction-based Group Identity Detection via Reinforcement Learning and Artificial Evolution. Proceedings of the Evolutionary Computation and Multi-agent Systems and Simulation workshop at Gecco.

Antonios Liapis, Héctor P. Martínez, Julian Togelius and Georgios N. Yannakakis (2013): Transforming Exploratory Creativity with DeLeNoX. Proceedings of the Fourth International Conference on Computational Creativity (ICCC).

Andrew Borg Cardona, Julian Togelius and Mark J. Nelson (2013): Competitive Coevolution in Ms. Pac-Man. Proceedings of the IEEE Congress on Evolutionary Computation (CEC).

Corrado Grappiolo, Julian Togelius and Georgios N. Yannakakis (2013): Shifting Niches for Community Structure Detection. Proceedings of the IEEE Congress on Evolutionary Computation (CEC).

Julian Togelius and Marie Gustafsson Friberger (2013): Bar Chart Ball, a Data Game. Proceedings of Foundations of Digital Games (FDG).

Marie Gustafsson Friberger, Julian Togelius, Andrew Borg Cardona, Michele Ermacora, Anders Mousten, Martin M&aslash;ller Jensen, Virgil-Alexandru Tanase and Ulrik Brøndsted (2013): Data Games. Proceedings of the Procedural Content Generation Workshop at FDG.

Steve Dahlskog and Julian Togelius (2013): Patterns as Objectives for Level Generation. Proceedings of the Workshop on Design Patterns in Games at FDG.

Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis and Corrado Grappiolo (2013): Controllable Procedural Map Generation via Multiobjective Evolution. Genetic Programming and Evolvable Machines, Springer.

Juan Ortega, Noor Shaker, Julian Togelius and Georgios N. Yannakakis (2013): Imitating human playing styles in Super Mario Bros. Entertainment Computing, Elsevier, vol. 4, pp. 93-104.

Alberto Moraglio, Julian Togelius and Sara Silva (2013): Geometric Differential Evolution for Combinatorial and Programs Spaces. Evolutionary Computation, MIT Press.

Anders Drachen, Christian Thurau, Julian Togelius, Georgios N. Yannakakis and Christian Bauckhage (2013): Game Data Mining. In Magy Seif El-Nasr, Anders Drachen and Alessandro Canossa: Game Analytics, Springer.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2013): Sentient Sketchbook: Computer-aided game level authoring. Proceedings of Foundations of Digital Games.

Corrado Grappiolo, Julian Togelius and Georgios N. Yannakakis (2013): Artificial Evolution for the Detection of Group Identities in Complex Artificial Societies. Proceedings of the 2013 IEEE Symposium on Artificial Life.

Jose M. Font, Tobias Mahlmann, Daniel Manrique and Julian Togelius (2013): Towards the automatic generation of card games through grammar-guided genetic programming. Proceedings of Foundations of Digital Games.

Antonios Liapis, Georgios Yannakakis and Julian Togelius (2013): Sentient World: Human-Based Procedural Cartography. Proceedings of EvoMusArt

Antonios Liapis, Georgios Yannakakis and Julian Togelius (2013): Generating Map Sketches for Strategy Games. Proceedings of EvoGames.

Jose M. Font, Tobias Mahlmann, Daniel Manrique and Julian Togelius (2013):A Card Game Description Language. Proceedings of EvoGames.

Noor Shaker, Georgios N. Yannakakis and Julian Togelius (2012): Crowd-Sourcing the Aesthetics of Platform Games. IEEE Transactions on Computational Intelligence and AI in Games.

Julian Togelius, Georgios N. Yannakakis, Noor Shaker and Sergey Karakovskiy (2012): Assessing Believability. In Phil Hingston (ed): Believable Bots.

Noor Shaker, Georgios N. Yannakakis, Julian Togelius, Miguel Nicolau, and Michael O'Neill (2012): Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2012): Limitations of Choice-Based Interactive Evolution for Game Level Design. AIIDE Workshop on Human Computation in Interactive Digital Entertainment.

Marie Gustafsson Friberger and Julian Togelius (2012): Generating Interesting Monopoly Boards from Open Data. IEEE Conference on Computational Intelligence and Games (CIG).

Noor Shaker, Miguel Nicolau, Georgios N. Yannakakis, Julian Togelius and Michael O'Neill (2012): Evolving Levels for Super Mario Bros Using Grammatical Evolution. IEEE Conference on Computational Intelligence and Games (CIG).

Manuel Kerssemaker, Jeppe Tuxen, Julian Togelius and Georgios N. Yannakakis (2012): A Procedural Procedural Content Generator Generator. IEEE Conference on Computational Intelligence and Games (CIG).

Trondur Justinussen, Peter Hald Rasmussen, Alessandro Canossa and Julian Togelius (2012): Resource Systems in Games: An Analytical Approach. IEEE Conference on Computational Intelligence and Games (CIG).

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2012): Adapting Models of Visual Aesthetics for Personalized Content Creation. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), to appear.

Julian Togelius and Afsaneh Doryab (2012): Concurrent Activity Recognition For Clinical Work. Proceedings of IEEE Congress on Evolutionary Computation (CEC).

Julian Togelius, Tobias Mahlmann and Georgios N. Yannakakis (2012): Evolving Card Sets Towards Balancing Dominion. Proceedings of IEEE Congress on Evolutionary Computation (CEC).

Marie Gustafsson Friberger and Julian Togelius (2012): Generating game content from open data. Proceedings of the Foundations of Digital Games Conference (FDG).

Steve Dahlskog and Julian Togelius (2012): Patterns and Procedural Content Generation. Proceedings of the FDG Workshop on Design Patterns in Games (DPG).

Julian Togelius, Trondur Justinussen and Anders Hartzen (2012): Compositional Procedural Content Generation. Proceedings of the FDG Workshop on Procedural Content Generation (PCG).

Noor Shaker, Georgios N. Yannakakis and Julian Togelius (2012): Digging deeper into platform game level design: session size and sequential features. Proceedings of the European Conference on Applications of Evolutionary Computation (EvoGames).

Tobias Mahlmann, Julian Togelius and Georgios N. Yannakakis (2012): Spicing up map generation. Proceedings of the European Conference on Applications of Evolutionary Computation (EvoGames).

Afsaneh Doryab, Julian Togelius and Jakob Bardram (2012): Activity-aware Recommendation for Collaborative Work in Operating Rooms. Proceedings of the ACM International Conference on Intelligent User Interfaces (IUI).

Sergey Karakovskiy and Julian Togelius (2012):The Mario AI Benchmark and Competitions . IEEE Transactions on Computational Intelligence and AI in Games (TCIAG), volume 4 issue 1, 55-67.

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter Mawhorter, Glen Takahashi, Gillian Smith and Robin Baumgarten (2011): The 2010 Mario AI championship: Level generation track. IEEE Transactions on Computational Intelligence and Games (in press)

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2011): Optimizing visual properties of game content through neuroevolution. Proceedings the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE).

Julian Togelius (2011): A procedural critique of deontological reasoning. Proceedings of the Digital Games Research Association Conference (DiGRA).

Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley and Cameron Browne (2011): Search-based Procedural Content Generation: A Taxonomy and Survey. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), volume 3 issue 3, 172-186.

Georgios N. Yannakakis and Julian Togelius (2011): Experience-driven Procedural Content Generation. IEEE Transactions on Affective Computing (in press).

Noor Shaker, Georgios N. Yannakakis and Julian Togelius (2011): Feature Analysis for Modeling Game Content Quality. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Tobias Mahlman, Julian Togelius and Georgios N. Yannakakis (2011): Modelling and evaluation of complex scenarios with the Strategy Game Description Language. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius (2011): Neuroevolutionary Constrained Optimization for Content Creation. Proceedings of the IEEE Conference on Computational Intelligence and Games.

Julian Togelius, Emil Kastbjerg, David Schedl, Georgios N. Yannakakis (2011): What is procedural content generation? Mario on the borderline. Proceedings of the FDG Workshop on Procedural Content Generation.

Isaac Dart, Gabriele Di Rossi and Julian Togelius (2011): SpeedRock: Procedural rocks through grammar and evolution. Proceedings of the FDG Workshop on Procedural Content Generation.

Phillipa Avery, Julian Togelius, Elvis Alistar and Robert Pieter van Leeuwen (2011): Computational Intelligence and Tower Defence Games. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 1084-1091.

Corrado Grappiolo, Georgios N. Yannakakis, Julian Togelius, Rilla Khaled, and Yun-Gyung Cheong (2011): Towards Player Adaptivity in a Serious Game for Conflict Resolution. Proceedings of the IEEE International Conference on Games and Virtual Worlds for Serious Applications, 192-198.

Tobias Mahlmann, Julian Togelius and Georgios N. Yannakakis (2011): Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types. Proceedings of the European Conference on Applications of Evolutionary Computation (EvoApplications).

Luigi Cardamone, Georgios N. Yannakakis, Julian Togelius and Pier Luca Lanzi (2011): Evolving Interesting Maps for a First Person Shooter. Proceedings of the European Conference on Applications of Evolutionary Computation (EvoApplications).

Georgios N. Yannakakis, Julian Togelius, Rilla Khaled, Arnav Jhala, Kostas Karpouzis, Ana Paiva and Asimina Vasalou (2010): Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution. Proceedings European Conference on Games-Based Learning (ECGBL), 412-417.

Noor Shaker, Georgios N. Yannakakis and Julian Togelius (2010): Towards Automatic Personalized Content Generation for Platform Games. Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck and Georgios N. Yannakakis (2010): Multiobjective exploration of the StarCraft map space. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 265-272.

Tobias Mahlmann, Anders Drachen, Alessandro Canossa, Julian Togelius and Georgios N. Yannakakis (2010): Predicting Player Behavior in Tomb Raider: Underworld. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 178-185.

Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A. Pelta, Martin V. Butz, Thies D. Lönneker, Luigi Cardamone, Diego Perez, Yago Saez, Mike Preuss and Jan Quadflieg (2010): The 2009 Simulated Car Racing Championship. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), 131-147.

Julian Togelius, Mike Preuss and Georgios N. Yannakakis (2010): Towards multiobjective procedural map Generation. Proceedings of the FDG workshop on Procedural Content Generation.

Lawrence Johnson, Georgios N. Yannakakis and Julian Togelius (2010): Cellular automata for real-time generation of infinite cave levels. Proceedings of the FDG workshop on Procedural Content Generation.

Christoffer Pedersen, Julian Togelius and Georgios Yannakakis (2010): Modeling Player Experience for Content Creation. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), 54-67.

Alberto Moraglio and Julian Togelius (2010): Geometric Nelder-Mead Algorithm for the Permutation Representation. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 1-8.

Julian Togelius, Sergey Karakovskiy and Robin Baumgarten (2010): The 2009 Mario AI Competition. Proceedings of the IEEE Congress on Evolutionary Computation (CEC).

Julian Togelius, Georgios Yannakakis, Kenneth O. Stanley and Cameron Browne (2010): Search-based Procedural Content Generation. Proceedings of EvoApplications.

Julian Togelius, Sergey Karakovskiy, Jan Koutnik and Jürgen Schmidhuber (2009): Super Mario Evolution. Proceedings ot the IEEE Symposium on Computational Intelligence and Games (CIG), 156-161.

Niels van Hoorn, Julian Togelius and Jürgen Schmidhuber (2009): Hierarchical Controller Learning in a First-Person Shooter. Proceedings ot the IEEE Symposium on Computational Intelligence and Games (CIG), 294-301.

Christoffer Pedersen, Julian Togelius and Georgios Yannakakis (2009): Modeling Player Experience in Super Mario Bros. Proceedings ot the IEEE Symposium on Computational Intelligence and Games (CIG), 132-139.

Julian Togelius, Tom Schaul, Daan Wierstra, Christian Igel, Faustino Gomez and Jürgen Schmidhuber (2009): Ontogenetic and Phylogenetic Reinforcement Learning. Künstliche Intelligenz.

Christoffer Pedersen, Julian Togelius and Georgios Yannakakis (2009): Optimization of platform game levels for player experience. Demonstration paper at Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Faustino J. Gomez, Julian Togelius and Jürgen Schmidhuber (2009): Measuring and Optimizing Behavioral Complexity for Evolutionary Reinforcement Learning. Proceedings of the International Conference on Artificial Neural Networks (ICANN).

Justin Bayer, Daan Wierstra, Julian Togelius and Jürgen Schmidhuber (2009): Evolving memory cell structures for sequence learning. Proceedings of the International Conference on Artificial Neural Networks (ICANN).

Alberto Moraglio and Julian Togelius (2009): Geometric Differential Evolution. Proceedings of the Genetic and Evolutionary Computation Conference (GECCO).

Niels van Hoorn, Julian Togelius, Daan Wierstra and Juergen Schmidhuber (2009): Robust player imitation with multiobjective evolution. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 1187-1194.

Alberto Moraglio and Julian Togelius (2009): Inertial Geometric Particle Swarm Optimization. Proceedings of IEEE Congress on Evolutionary Computation (CEC), 1973-1980.

Julian Togelius and Juergen Schmidhuber (2008): An Experiment in Automatic Game Design.Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG), 111-118.

Alexandros Agapitos, Julian Togelius, Simon M. Lucas, Juergen Schmidhuber and Andreas Konstantinidis (2008): Generating Diverse Opponents with Multiobjective Evolution. Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG), 135-142.

Daniele Loiacono, Julian Togelius, Pier Luca Lanzi, Leonard Kinnaird-Heether, Simon M. Lucas, Matt Simmerson, Diego Perez, Robert G. Reynolds and Yago Saez (2008): The WCCI 2008 Simulated Car Racing Competition. Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG), 119-126.

Julian Togelius, Tom Schaul, Juergen Schmidhuber and Faustino Gomez (2008): Countering Poisonous Inputs with Memetic Neuroevolution. Proceedings of Parallel Problem Solving from Nature (PPSN).

Julian Togelius and Juergen Schmidhuber (2008): Computational Intelligence and Game Design. Proceedings of the PPSN Workshop on Computational Intelligence and Games.

Julian Togelius, Simon M. Lucas, Ho Duc Thang, Jonathan Garibaldi, Tomoharu Nakashima, Chin Hiong Tan, Itamar Elhanany, Shay Berant, Philip Hingston, Robert M. MacCallum, Thomas Haferlach, Aravind Gowrisankar and Pete Burrow (2008): The 2007 IEEE CEC Simulated Car Racing Competition. Genetic Programming and Evolvable Machines.

Julian Togelius, Faustino Gomez and Juergen Schmidhuber (2008): Learning what to ignore: Memetic climbing in topology and weight space. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 3274-3281.

Julian Togelius, Renzo De Nardi and Alberto Moraglio (2008): Geometric PSO + GP = Particle Swarm Programming. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 3594-3600.

Alberto Moraglio, Cecilia Di Chio, Julian Togelius, and Riccardo Poli (2008): Geometric Particle Swarm Optimization. Journal of Artificial Evolution and Applications, Volume 2008, Article ID 143624.

Julian Togelius, Simon M. Lucas and Renzo De Nardi (2007): Computational Intelligence in Racing Games. In Norio Baba et al. (eds.) Advanced Intelligent Paradigms in Computer Games

Julian Togelius, Peter Burrow and Simon M. Lucas (2007): Multi-population competitive co-evolution of car racing controllers. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 4043-4050.

Alexandros Agapitos, Julian Togelius and Simon M. Lucas (2007): Multiobjective techniques for the use of state in genetic programming applied to simulated car racing. Proceedings of the IEEE Congress on Evolutionary Computation (CEC), 1562-1569.

Julian Togelius, Renzo De Nardi, Hugo Marques, Richard Newcombe, Simon M. Lucas and Owen Holland (2007): Nonlinear dynamics modelling for controller evolution. Proceedings of the Genetic and Evolutionary Computing Conference (GECCO).

Alexandros Agapitos, Julian Togelius and Simon M. Lucas (2007): Evolving controllers for simulated car racing with object-oriented genetic programming. Proceedings of the Genetic and Evolutionary Computing Conference (GECCO).

Alberto Moraglio, Julian Togelius and Simon M. Lucas (2007): Geometric Particle Swarm Optimization for the Sudoku Puzzle. Proceedings of the Genetic and Evolutionary Computing Conference (GECCO).

Edgar Galvan Lopez, Julian Togelius and Simon M. Lucas (2007): Towards understanding the effects of neutrality on the Sudoku problem. Presented as a poster at Genetic and Evolutionary Computing Conference (GECCO).

Julian Togelius, Renzo De Nardi and Simon M. Lucas (2007): Towards automatic personalised content creation for racing games. Proceedings of IEEE Symposium on Computational Intelligence and Games (CIG), 252-259.

Simon M. Lucas and Julian Togelius (2007): Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning. Proceedings of IEEE Symposium on Computational Intelligence and Games (CIG), 260-267.

Hugo Marques, Julian Togelius, Magdalena Kogutowska, Owen Holland and Simon M. Lucas (2007): Sensorless but not Senseless: Prediction in Evolutionary Car Racing. Proceedings of IEEE Symposium on Artificial Life, 370-377.

Julian Togelius, Renzo De Nardi and Simon M. Lucas (2006): Making racing fun through player modeling and track evolution. Proceedings of the SAB Workshop on Adaptive Approaches to Optimizing Player Satisfaction.

Julian Togelius and Simon M. Lucas (2006): Arms races and car races. Proceedings of Parallel Problem Solving from Nature (PPSN).

Julian Togelius and Simon M. Lucas (2006): Evolving robust and specialized car racing skills. Proceedings of the IEEE Congress on Evolutionary Computation, 1187-1194.

Renzo De Nardi, Julian Togelius, Owen Holland and Simon M. Lucas (2006): Evolution of Neural Networks for Helicopter Control: Why Modularity Matters. Proceedings of the IEEE Congress on Evolutionary Computation, 1799-1806.

Alberto Moraglio, Julian Togelius and Simon M. Lucas (2006): Product Geometric Crossover and the Sudoku Puzzle. Proceedings of the IEEE Congress on Evolutionary Computation, 470-476.

Julian Togelius and Simon M. Lucas (2005): Evolving Controllers for Simulated Car Racing. Proceedings of IEEE Congress on Evolutionary Computation, 1906-1913; winner of the best student paper award!

Julian Togelius and Simon M. Lucas (2005): Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game of Cellz. Proceedings of the IEEE Symposium on Computational Intelligence and Games, 37-43.

Julian Togelius (2004): Evolution of a Subsumption Architecture Neurocontroller. Journal of Intelligent & Fuzzy Systems 15:1, pages 15-20.

Invited and non-reviewed publications
Dissertations
Julian Togelius (2007): Optimization, Imitation and Innovation: Computational Intelligence and Games. PhD Thesis, Department of Computing and Electronic Systems, University of Essex, UK.

Julian Togelius (2003): Evolution of the layers in a subsumption architecture robot controller. MSc dissertation, COGS, University of Sussex, UK.

Julian Togelius (2001): P-medvetande och andra medvetanden (P-consciousness and other minds). Bachelor's dissertation, Theoretical Philosophy, Lund University, Sweden.

CV
In case you're interested, please have a look.

Source code
Java code for the experiments above is available here.