The Curious Engineer

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Togelius

togelius.blogspot.com

Better playing through algorithms

AI / MLGame developmentEssays / personal

Posts
150 from 22 Apr 2006 to 10 Oct 2026
Posting
monthly (10 in the last year)
Kind
personal blog
Feed
https://togelius.blogspot.com/feeds/posts/default

2026 8

  1. A.I.: Anti-Intellectualism
  2. Losing my religion
  3. What if
  4. Complementary Intelligence
  5. Computers and me
  6. Saving peer review from AI slop requires getting rid of anonymous submissions and reviews
  7. Math and me
  8. What does it mean to be good at using AI?

2025 12

  1. Making AI Political
  2. Please, don't automate science!
  3. Mandatory open-sourcing
  4. Star Trek, The Culture, and the meaning of life
  5. AI Allergy
  6. Genie 3 and the future of neural game engines
  7. What is automatable and who is replaceable? Thoughts from my morning commute
  8. The library came alive
  9. On the death of the lecture
  10. Write an essay about Julian Togelius
  11. A smartphone analogy
  12. Stop talking about AGI, it's lazy and misleading

2024 2

  1. On the "economic definition" of AGI
  2. Artificial General Intelligence (the book) is here!

2023 4

  1. AI safety regulation threatens our digital freedoms
  2. As A Large Language Model, I
  3. Analogies for thinking about intelligence as a quantity
  4. Is Elden Ring an existential risk to humanity?

2022 4

  1. The Cult of Gai
  2. Apology for Video Games Research
  3. Brief statement of research vision
  4. We tried learning AI from games. How about learning from players?

2021 2

  1. Rethinking large conferences
  2. Copernican revolutions of the mind

2020 2

  1. How many AGIs can dance on the head of a pin?
  2. A very short history of some times we solved AI

2018 2

  1. CEC vs GECCO
  2. Empiricism and the limits of gradient descent

2017 2

  1. IEEE Transactions on Games, your new favorite journal for games research
  2. Some advice for journalists writing about artificial intelligence

2016 12

  1. How Darwin plays StarCraft
  2. Overcoming the limits of pre-AI designs
  3. How to organize CIG
  4. Algorithms that select which algorithm should play which game
  5. Which games are useful for testing artificial general intelligence?
  6. Your blog post is on another website
  7. On level generation in general, and a new competition
  8. The differences between tinkering and research
  9. A way to deal with enormous branching factors
  10. Switching brains and putting the cart before the horse: EvoCommander, an experimental AI game
  11. Some rules for the modern scientist
  12. Why video games are essential for inventing artificial intelligence

2015 8

  1. Neuroevolution in games
  2. What if videogames had actual AI?
  3. Revolutionary algorithms
  4. How not to review a paper
  5. What I've been working on lately
  6. EvoStar paper previews
  7. How to write me an email (and get a response)
  8. Six things that cannot be listed - #4 is totally non-trivial!

2014 8

  1. Game-based AI competitions
  2. New York, New York
  3. Why academics and game industry don't collaborate on AI, and how we could improve the situation
  4. A Panorama of Artificial and Computational Intelligence in Games
  5. MCTS for arcade games
  6. I am a game interface conservative
  7. Metablogging my research
  8. The Curse of Increasing Marginal Work Utility, or Why I Work So Much

2013 3

  1. Against "selective" conferences
  2. On best paper award selection through reviewer nomination followed by attendee vote
  3. CfP: PCG workshop 2013

2012 4

  1. Call for Expressions of Interest: Hosting IEEE Conference on Computational Intelligence and Games 2015
  2. Call for papers: FDG 2013
  3. Human intelligence is overrated
  4. Playing with games

2011 8

  1. Help us test new strategy game ideas
  2. On the Game AI versus traditional AI debate
  3. New Infinite TD playtest
  4. Infinite Tower Defence: please help us playtest the prototype
  5. Second CfP for CIG 2011. Yes, the deadline has been extended!
  6. CIG 2011
  7. Super Mario data collection - play a game and contribute to science!
  8. 2011 Workshop on Procedural Content Generation (PCGames)

2010 1

  1. CfP: TCIAIG Special Issue on Procedural Content Generation

2009 11

  1. CfP: 2010 IEEE Conference on Computational Intelligence and Games
  2. CfP: Workshop on Procedural Content Generation in Games (PC Games)
  3. Publicity. I suppose it's good for something.
  4. Moving to ITU
  5. How fun is Super Mario Bros?
  6. Machine learning might be too easy, but so what?
  7. Simply unacceptable
  8. No privacy without piracy!
  9. "Machine learning"
  10. Kurukshetra AI Game Dev Event
  11. CIG 2009 CFP

2008 12

  1. Automatic Game Design
  2. CIG 2008 Conference Report
  3. Submit a paper to the CEC special session in CIG, or to TCIAIG
  4. CIG 2008 Car racing competition
  5. PPSN 2008, post 3
  6. PPSN 2008, post 2
  7. PPSN 2008, post 1
  8. What should we call non-evolutionary reinforcement learning?
  9. CIG 2008 special session on coevolution in games
  10. Busy days in Hong Kong in June
  11. Mentioned at the GDC
  12. Call for participation: IEEE WCCI 2008 Simulated Car Racing Competition

2007 26

  1. On industrial-academic collaboration in game AI
  2. New webpage at IDSIA
  3. A task force and an interview
  4. Confessions of an academic crack smoker
  5. CEC 2007 Conference Report
  6. Thesis online
  7. Just passed my viva!
  8. "Advanced Intelligent Paradigms in Computer Games"
  9. The issue of finding those papers...
  10. How better AI can make racing games more fun
  11. The IEEE CEC 2007 car racing competition
  12. Me, Myself, I, etc.
  13. GECCO 2007 conference report
  14. The problem with the iPlayer
  15. Where is Julian?
  16. 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  17. Grand and Molyneux on game AI
  18. Back from Hawaii, back to reality...
  19. CIG Car Racing Competition results
  20. In Hawaii
  21. Slashdot and New Scientist
  22. Mini-Grand Challenge, sort of...
  23. Most impressive game AI?
  24. Evolution versus td-learning revisited
  25. Car Racing Competition updated
  26. Sensorless but not senseless

2006 19

  1. Physical car control
  2. Simulated car racing competition
  3. That's more like me
  4. SAB 2006 Workshop on Adaptive Approaches for Optimizing...
  5. PPSN 2006 Conference report
  6. New papers online
  7. Learning to fly
  8. WCCI 2006 conference report
  9. Another evolutionary car racing video
  10. Reinforcement learning - what is it, really? And why won't it work?
  11. Sticky stuff
  12. Why do I keep reading Digg when Slashdot is better?
  13. List of researchers/centres active in Computational Intelligence and Games
  14. AI: All fun and games
  15. What makes racing fun?
  16. Slashdotted! (Well, sort of...)
  17. Evolutionary car racing videos
  18. This is me
  19. Evolutionary sudoku solving