P184
P185
Geometric differential evolution for combinatorial and programs spaces.Constrained novelty search: a study on game content generation.Evolving Memory Cell Structures for Sequence LearningOptimization, imitation and innovation : computational intelligence and gamesThe 2007 IEEE CEC simulated car racing competitionGame Data MiningGeometric Particle Swarm OptimizationDeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable EvolutionEvolving models of player decision making: Personas versus clonesA Panorama of Artificial and Computational Intelligence in GamesExperience-driven procedural content generation (Extended abstract)Procedural Personas as Critics for Dungeon GenerationAI for General Strategy Game PlayingDesigner modeling for Sentient SketchbookEvolving personas for player decision modelingAdaptive game level creation through rank-based interactive evolutionArtificial evolution for the detection of group identities in complex artificial societiesControllable procedural map generation via multiobjective evolutionCrowdsourcing the Aesthetics of Platform GamesEnhancements to constrained novelty searchImitating human playing styles in Super Mario BrosInteraction-based group identity detection via reinforcement learning and artificial evolutionSentient World: Human-Based Procedural CartographyShifting niches for community structure detectionThe turing test track of the 2012 Mario AI Championship: Entries and evaluationUsing reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societiesA procedural procedural level generator generatorAdapting Models of Visual Aesthetics for Personalized Content CreationAssessing BelievabilityDigging Deeper into Platform Game Level Design: Session Size and Sequential FeaturesEvolving card sets towards balancing dominionEvolving levels for Super Mario Bros using grammatical evolutionSpicing Up Map GenerationTowards player-driven procedural content generationEvolving Interesting Maps for a First Person ShooterExperience-Driven Procedural Content GenerationFeature analysis for modeling game content qualityModelling and evaluation of complex scenarios with the Strategy Game Description LanguageNeuroevolutionary constrained optimization for content creationSearch-Based Procedural Content Generation: A Taxonomy and Survey
P50
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P50
description
Game researcher
@en
Zweeds universitair docent
@nl
schwedischer Informatiker und Hochschullehrer
@de
name
Julian Togelius
@ast
Julian Togelius
@ca
Julian Togelius
@de
Julian Togelius
@en
Julian Togelius
@es
Julian Togelius
@fr
Julian Togelius
@ga
Julian Togelius
@sl
Julian Togelius
@sq
type
label
Julian Togelius
@ast
Julian Togelius
@ca
Julian Togelius
@de
Julian Togelius
@en
Julian Togelius
@es
Julian Togelius
@fr
Julian Togelius
@ga
Julian Togelius
@sl
Julian Togelius
@sq
prefLabel
Julian Togelius
@ast
Julian Togelius
@ca
Julian Togelius
@de
Julian Togelius
@en
Julian Togelius
@es
Julian Togelius
@fr
Julian Togelius
@ga
Julian Togelius
@sl
Julian Togelius
@sq
P108
P69
P244
P103
P108
P1412
P184
P185
P19
P21
P214
8450155953611042630005
P244
no2016151421
P2456
P27
P31
P496
0000-0003-3128-4598
P569
2000-01-01T00:00:00Z