Togelius

Better playing through algorithms

Thursday, June 16, 2016

On level generation in general, and a new competition

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Procedural content generation has been a thing in games at least since Rogue and Elite in the early 80s. Plenty of games feature some kind o...
Monday, April 18, 2016

The differences between tinkering and research

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Some of us have academic degrees and fancy university jobs, and publish peer-reviewed papers in prestigious journals. Let's call these p...
10 comments:
Friday, March 25, 2016

A way to deal with enormous branching factors

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When you play Chess, there are on average something like 30 different moves you can make each turn. In other words, the branching factor is ...
4 comments:
Monday, March 21, 2016

Switching brains and putting the cart before the horse: EvoCommander, an experimental AI game

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One of the best ways to make AI that is relevant to game development is to (1) make the AI and (2) make a game around the AI. That is, desig...
Monday, January 25, 2016

Some rules for the modern scientist

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If you don't make your papers publicly available on your webpage, you don't want people to read them. Making them available means pr...
1 comment:
Monday, January 11, 2016

Why video games are essential for inventing artificial intelligence

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The most important thing for humanity to do right now is to invent true artificial intelligence (AI): machines or software that can think an...
12 comments:
Tuesday, November 17, 2015

Neuroevolution in games

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Neuroevolution - the evolution of weights and/or topology for neural  networks - is a common and powerful method in evolutionary robotics  a...
Wednesday, October 07, 2015

What if videogames had actual AI?

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Is there any artificial intelligence in a typical videogame? Depends on what you mean. The kind of AI that goes into games typically deal wi...
1 comment:
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Julian Togelius
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