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Julian Togelius

6 accepted papers

2025

Classifier-Free Guidance Inside the Attraction Basin May Cause Memorization

CVPR 2025poster

Diffusion models are prone to exactly reproduce images from the training data. This exact reproduction of the training data is concerning as it can lead to copyright infringement and/or leakage of privacy-sensitive information. In this paper, we present a novel perspective on the memorization phenom…

2025

Moonshine: Distilling Game Content Generators into Steerable Generative Models

AAAI 2025technical

Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm into a controllable PCGML model. We first generate a large…

Cited by 0SourcePDFScholar
2024

GAVEL: Generating Games via Evolution and Language Models

NeurIPS 2024poster

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previo…

2024

GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps

NeurIPS 2024poster

Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate thei…

2021

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

AAAI 2021technical

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to explore the generative design space of GANs to extract intere…

2020

Playing Atari with Six Neurons (Extended Abstract)

IJCAI 2020poster

Deep reinforcement learning applied to vision-based problems like Atari games maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating image processing from decision-making, one…