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Julian Togelius

Publications and source records attributed to Julian Togelius.

At least 19 recordsLinked to original sources

Programmable Cellular Automata

Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.

cs.NE

Procedural Content Metageneration via Program Search and Continual Abstraction Discovery

Large language models can generate executable programs, which makes it possible to search directly over procedural content generators rather than individual levels. We study this approach in Sokoban, Zelda, Dangerous Dave, and Lode Runner. Each run evolves complete Python generators through language-model mutation and crossover. We introduce Continual Abstraction Discovery, or CAD, which extracts reusable primitives from high-fitness programs into a run-specific helper module. A 2x2 experiment crosses CAD with access to a fixed hand-written domain API. The completed data set contains 160 complete runs, with at least ten 50-generation runs in every cell. CAD raises mean final best fitness in all eight domain and API comparisons. Across all CAD runs, learned libraries are adopted by most later programs and repeatedly rediscover validation, reachability, and structural utilities. These results support that discovering reusable primitives improves evolutionary program search for content generators.

cs.AI

The Time Value of Evolution

In evolutionary search, a weak child can be a valuable ancestor that makes high-fitness regions reachable. Immediate-return control is blind to this delayed utility, penalizing mutations through their immediate offspring even when they open productive future lineages. We formalize this hidden dynamic as the time value of evolution within a finite-horizon Markov decision process. To exploit it, we introduce Lineage-Value Policy Gradients (LVPG), a long-horizon actor-critic framework for automated trading policy discovery. Our architecture decouples search control into specialized policy heads over a shared generative backbone: a bootstrapped critic head estimates the value of finite-horizon lineage potential from multi-step mutation trees, while an actor head dynamically modulates mutation intensity over the remaining search budget. We isolate the impact of long-horizon credit assignment against immediate-return optimization across 90 paired runs under matched operators, lineage supervision, folds, seeds, and budgets. Path-based credit assignment substantially accelerates finite-budget search, increasing validation best-so-far AUC by 0.394 Sharpe units. LVPG also produces fewer temporary regressions than immediate-return optimization and recovers from them more often. Finite-horizon lineage value yields more selective non-monotonic search and stronger policies within identical resource constraints.

cs.LG

ELMER: Evolutionary Language Model that Explores and Refines

Program evolution can measure whether a mutation helped, but it rarely controls how far the mutation moves in behavior space. Syntactic edit size is an unreliable proxy: a small code change can alter nearly every action, while a larger rewrite can preserve the same execution trace. We introduce an Evolutionary Language Model that searches over natural-language policy descriptions and compiles typed programs for execution. A fully fine-tuned Qwen3-8B model learns three task-conditioned operations: conditional semantic mutation, natural language to domain-specific language (GPTL) compilation, and GPTL to natural language translation. The model is fine-tuned with conditional input on the mutation strength (low, medium, high) using Direct Preference Optimization (oDPO). Across 252 fixed-budget evolutionary searches, oDPO improves both behavioral calibration and finite-budget search efficiency. Natural-language attains the highest observed held-out fitness. Our analysis shows that the condition input (mutation strength) systematically changes semantic edit composition and that language mutations preserve more parent fitness at matched small-to-moderate behavioral displacement. These results show that language can serve as a steerable, execution-grounded search representation over executable program space.

cs.LG

Evolutionary Wave Function Collapse

Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs. In this paper, we explore combining WFC with evolutionary search by evolving the small input examples used by WFC rather than directly evolving complete levels. In this approach, WFC acts as a genotype-to-phenotype mapping. The generated levels are then evaluated through domain-specific fitness functions. We evaluate the method in two domains with different relationships between local and global structure: Maze connectivity maps and Zelda-style dungeon layouts. Our results show that evolutionary optimization over WFC inputs improves generation quality in domains where properties emerge from local relationships, while domains requiring global constraints remain challenging. These findings suggest that evolutionary search can effectively guide WFC generation when target objectives align with local structure.

cs.NE

Nonslop: A Gamified Experiment in Human-AI Collaborative Writing

The rapid proliferation of large language models (LLMs) raises critical questions about human creativity and individual expression in an era of AI-assisted creation. When do humans adopt AI suggestions, and what are the implications for individual voice? This study examines these questions through a gamified writing exercise where 74 participants (214 responses) replied to prompts while AI-generated word suggestions were available as they wrote. The game simulates a dystopian future in which an AI is attempting to learn from what remains of human individuality, and disincentivizes AI-like writing. In doing so, it attempts to create conditions that reveal authentic user preferences rather than default behaviors, such as accepting a readily available AI-generated suggestion. Note that this is a deliberate inversion of the "helpful assistant" design pattern; the system is explicitly forbidding you from accepting AI suggestions. We analyze user behavior patterns across different task types, user behaviors, and response characteristics to understand the factors influencing human-AI interaction in creative tasks. The study focuses on when users choose to maintain creative autonomy versus violating the rules of the game and accepting AI assistance. It also explores how these choices relate to response patterns, task characteristics, and user behavior. This gamified approach offers both a framework for studying authentic human-AI interaction and a provocative lens for understanding the tension between efficiency and authenticity in AI-augmented creativity.

cs.AI

Learning Local Constraints for Reinforcement-Learned Content Generators

Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as playability. On the other hand, reinforcement-learning trained generators can guarantee global properties -- because such properties can easily be included in reward functions -- but the results can be visually dissatisfying. In this paper, we explore ways to combine these methods. Specifically, we constrain the action space of a PCGRL generator with constraints learned by WFC, effectively allowing the PCGRL generator to achieve global properties while forced to adhere to local constraints. To better analyze how this hybrid content generation method operates, we vary the number and type of inputs, and we test whether to randomly collapse the starting state and exclude rare patterns. While the method is sensitive to hyperparameter tuning, the best of our trained generators produce visually satisfying and playable puzzle-platform game levels -- such as Lode Runner levels -- with desired global properties.

cs.AI

The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning

Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework.

cs.HC

Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens of billions of tokens from a carefully curated mixture of procedural biome terrain and high-quality human-authored maps. We use this dataset to conduct the first large-scale study of 3D diffusion models for voxel generation, analyzing discrete and continuous diffusion formulations, data compositions, and architectural design choices. Our models operate directly in the space of blocks, enabling efficient and semantically grounded generation while supporting interactive user workflows such as inpainting and outpainting from user-authored blocks. To quantitatively evaluate our models, we adapt the FID metric to assess semantic differences between real and generated world renderings, and validate generation quality through a human preference study. We release the full dataset, code, and all our pretrained models, which we hope will provide a foundation for future research in efficient generative modeling for structured, interactive 3D environments.

cs.CV

In Search of the Ingredients of Open-Endedness: Replicating Picbreeder with Large Vision-Language Models

We are in the midst of large-scale industrial and academic efforts to automate the processes of scientific, technological and creative production through AI-driven assistants. Historically, a fundamental property of these processes in their human form has been their open-endedness: their capacity for generating a seemingly endless supply of novel and meaningful new forms. Do artificial agents have any capacity for such fruitful unguided discovery? To answer this question, we turn to Picbreeder, the canonical exemplar of human-driven open-ended search, in which users collaboratively generated a diverse library of images through interactive evolution of small neural networks. We replicate Picbreeder, replacing human users with frontier Vision Language Models (VLMs). We observe clear qualitative differences between the output of our system and the historical human baseline, and attempt to characterize them using metrics of phylogenetic complexity and visual and semantic salience and novelty. In an effort to identify some of the causal factors contributing these differences, we study the addition of exploratory noise to the agents' selection process, of behavioral diversity between agents, and of narrative momentum in the form of memory of past actions. We make our code available at https://github.com/smearle/picbreeder-vlm.

cs.AI

Continuous Program Search

Genetic Programming yields interpretable programs, but small syntactic mutations can induce large, unpredictable behavioral shifts, degrading locality and sample efficiency. We frame this as an operator-design problem: learn a continuous program space where latent distance has behavioral meaning, then design mutation operators that exploit this structure without changing the evolutionary optimizer. We make locality measurable by tracking action-level divergence under controlled latent perturbations, identifying an empirical trust region for behavior-local continuous variation. Using a compact trading-strategy DSL with four semantic components (long/short entry and exit), we learn a matching block-factorized embedding and compare isotropic Gaussian mutation over the full latent space to geometry-compiled mutation that restricts updates to semantically paired entry--exit subspaces and proposes directions using a learned flow-based model trained on logged mutation outcomes. Under identical $(\mu+\lambda)$ evolution strategies and fixed evaluation budgets across five assets, the learned mutation operator discovers strong strategies using an order of magnitude fewer evaluations and achieves the highest median out-of-sample Sharpe ratio. Although isotropic mutation occasionally attains higher peak performance, geometry-compiled mutation yields faster, more reliable progress, demonstrating that semantically aligned mutation can substantially improve search efficiency without modifying the underlying evolutionary algorithm.

cs.LG

Mortar: Evolving Mechanics for Automatic Game Design

We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players -- that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.

cs.AI

Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent's need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators' learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.

cs.AI

A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments

Procedural content generation often requires satisfying both designer-specified objectives and adjacency constraints implicitly imposed by the underlying tile set. To address the challenges of jointly optimizing both constraints and objectives, we reformulate WaveFunctionCollapse (WFC) as a Markov Decision Process (MDP), enabling external optimization algorithms to focus exclusively on objective maximization while leveraging WFC's propagation mechanism to enforce constraint satisfaction. We empirically compare optimizing this MDP to traditional evolutionary approaches that jointly optimize global metrics and local tile placement. Across multiple domains with various difficulties, we find that joint optimization not only struggles as task complexity increases, but consistently underperforms relative to optimization over the WFC-MDP, underscoring the advantages of decoupling local constraint satisfaction from global objective optimization.

cs.AI

PuzzleJAX: A Benchmark for Reasoning and Learning

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.

cs.AI

Ethical Considerations of Large Language Models in Game Playing

Large language models (LLMs) have demonstrated tremendous potential in game playing, while little attention has been paid to their ethical implications in those contexts. This work investigates and analyses the ethical considerations of applying LLMs in game playing, using Werewolf, also known as Mafia, as a case study. Gender bias, which affects game fairness and player experience, has been observed from the behaviour of LLMs. Some roles, such as the Guard and Werewolf, are more sensitive than others to gender information, presented as a higher degree of behavioural change. We further examine scenarios in which gender information is implicitly conveyed through names, revealing that LLMs still exhibit discriminatory tendencies even in the absence of explicit gender labels. This research showcases the importance of developing fair and ethical LLMs. Beyond our research findings, we discuss the challenges and opportunities that lie ahead in this field, emphasising the need for diving deeper into the ethical implications of LLMs in gaming and other interactive domains.

cs.CL

GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style games designed to test a model's ability to handle tasks that differ from most existing LLM benchmarks. The benchmark leverages a video game description language that enables the rapid creation of new games (including rules and levels), helping to prevent overfitting over time. Each game scene is represented by a compact set of ASCII characters, allowing for efficient processing by language models. GVGAI-LLM defines interpretable metrics, including meaningful step ratio, step efficiency, and overall score, to assess model behavior. Through zero-shot evaluations across 118 games with diverse challenges and skill depth, we reveal persistent limitations of LLMs in spatial reasoning and basic planning. Current models consistently exhibit spatial and logical errors, motivating structured prompting and spatial grounding techniques. Although these interventions lead to partial improvements, the benchmark remains very far from being solved. GVGAI-LLM serves as a reproducible testbed for advancing research on language model capabilities, with a particular emphasis on agentic behavior and spatial reasoning. Furthermore, its ability to generate infinite benchmarks, both manually and procedurally, provides a scalable framework for longitudinal evaluation.

cs.AI

All Stories Are One Story: Emotional Arc Guided Procedural Game Level Generation

The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase "all stories are one story." We present a framework for procedural game narrative generation that incorporates emotional arcs as a structural backbone for both story progression and gameplay dynamics. Leveraging established narratological theories and large-scale empirical analyses, we focus on two core emotional patterns -- Rise and Fall -- to guide the generation of branching story graphs. Each story node is automatically populated with characters, items, and gameplay-relevant attributes (e.g., health, attack), with difficulty adjusted according to the emotional trajectory. Implemented in a prototype action role-playing game (ARPG), our system demonstrates how emotional arcs can be operationalized using large language models (LLMs) and adaptive entity generation. Evaluation through player ratings, interviews, and sentiment analysis shows that emotional arc integration significantly enhances engagement, narrative coherence, and emotional impact. These results highlight the potential of emotionally structured procedural generation for advancing interactive storytelling for games.

cs.AI