Julian Togelius
- Auteur
Julian Togelius is an Associate Professor in the Dept. of Computer Science and Engineering of New York University, and a codirector of the NYU Game Innovation Lab. He was previously an Associate Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on all aspects of computational intelligence and games and on selected topics in evolutionary computation and evolutionary reinforcement learning.
His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions.
His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions.
Julian Togelius is an Associate Professor in the Dept. of Computer Science and Engineering of New York University, and a codirector of the NYU Game Innovation Lab. He was previously an Associate Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on all aspects of computational intelligence and games and on selected topics in evolutionary computation and evolutionary reinforcement learning.
His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions. He is the Editor-in-Chief of the IEEE Transactions on Games.
His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions. He is the Editor-in-Chief of the IEEE Transactions on Games.
Boeken van Julian Togelius
Georgios Yannakakis
Julian Togelius
Artificial Intelligence and Games
This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games.
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Noor Shaker
Julian Togelius
Mark J. Nelson
Procedural Content Generation in Games
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.
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Tristan Cazenave
Mark H.M. Winands
Stefan Edelkamp
Stephan Schiffel
Michael Thielscher
Julian Togelius
Computer Games
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.
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Diego Perez Liebana
Diego Pérez Liébana
Simon M. Lucas
Raluca D. Gaina
Julian Togelius
Ahmed Khalifa
Jialin Liu
General Video Game Artificial Intelligence
Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge.
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