Julian Togelius

Associate professor
Center for Computer Games Research
IT University of Copenhagen
Rued Langgaards Vej 7
2300 Copenhagen S
Denmark

Contact:
+45 7218 5277 (office)
+46 705 192088 (mobile)
julian@togelius.com

 

 

 

Research interests
I'm working on artificial intelligence techniques for making computer games more fun.

My research aims 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. But I'm also working on how to make opponents and collaborators more intelligent and believable, research that has applications far outside of computer games. Additionally, I'm working on some more theoretical topics in learning and optimization.

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.

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'm working with Georgios Yannakakis 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.

As a side project which is only indirectly related to the above, I'm working with Alberto Moraglio to implement and empirically verify new optimization algorithms based on his geometric interpretation of evolutionary computation. This research has the promise to bring powerful methods from real-valued optimization to bear on problems which are naturally represented in discrete and combinatorial spaces. I've also at some 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

In the media
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 à 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
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

Past organisational activities
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

PhD Students
Gabriella Barros (started 2014): Data games (provisional title)
Christoffer Holmgåd (started 2012, with Georgios Yannakakis): Player decision modelling (provisional title).
Steve Dahlskog (started 2011, with Paul Davidsson): Design Patterns in Procedural Content Generation (provisional title).
Antonios Liapis (started 2011, with Georgios Yannakakis): Mixed-initiative Game Design Automata.
Corrado Grappiolo (2010-2014, with Georgios Yannakakis): Unveiling Collaborative Group Identities in Social Synthetic Environments from Interaction Data.
Noor Shaker (2009-2013, with Georgios Yannakakis): Towards Player-Driven Procedural Content Generation
Tobias Mahlmann (2009-2013, with Georgios Yannakakis): Modelling and Generating Strategy Game Mechanics
Afsaneh Doryab (2010-2012, with Jakob Bardram): Context-aware information adaptation in collaborative settings.

 

Peer-reviewed publications
20 journal articles, 89 conference/symposium papers, 5 book chapters and 14 workshop papers in reverse chronological order.

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.

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.