
Julian Togelius
VerifiedNew York University · Computer Science
Active 2004–2026
About
Julian Togelius is an associate professor of computer science and engineering at NYU Tandon School of Engineering and the Director of the Game Innovation Lab. His research focuses on artificial intelligence and games, aiming to develop methods that make games more engaging, easier to design and develop, more adaptive, and capable of interactive experiences that are not yet possible. Togelius's interests encompass a wide range of game types, including video games, board games, card games, and mind games. His methodological roots are in evolutionary computation and neural networks, and he actively engages with various AI techniques such as player modeling, procedural content generation, automatic game design, believable bot behavior, coevolution, neuroevolution, cybersecurity, emerging media, genetic programming, and Monte Carlo tree search. He holds a Ph.D. in computer science from the University of Essex, obtained in 2007, a Master of Science in Evolutionary and Adaptive Systems from the University of Sussex in 2003, and a Bachelor of Arts in Philosophy from Lund University in 2002. Togelius has contributed to the understanding of AI's capabilities and limitations in gaming, notably highlighting the brittleness of current AI systems in adapting to new, unseen games and environments. His work includes developing AI systems capable of generating engaging word puzzles, such as the Connections game, demonstrating AI's potential in creative domains. Togelius emphasizes the importance of games as a central evaluation tool for AI, advocating for their role in testing adaptability and creativity, which are essential components of artificial general intelligence.
Research topics
- Computer Science
- Sociology
- Political Science
- Artificial Intelligence
- Epistemology
- Multimedia
- Algorithm
- Engineering
- Human–computer interaction
- Biology
- Ecology
- Engineering drawing
- Psychology
Selected publications
Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes
ArXiv.org · 2026-04-22
articleOpen accessWe 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.
Agentic PCG: Procedural Content Generation via Tool-using LLMs
Zenodo (CERN European Organization for Nuclear Research) · 2026-03-31
preprintOpen accessSenior authorDream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes
arXiv (Cornell University) · 2026-04-22
preprintOpen accessWe 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.
Agentic PCG: Procedural Content Generation via Tool-using LLMs
Zenodo (CERN European Organization for Nuclear Research) · 2026-05-10
preprintOpen accessSenior authorAgentic PCG: Procedural Content Generation via Tool-using LLMs
Zenodo (CERN European Organization for Nuclear Research) · 2026-05-10
preprintOpen accessSenior authorThe Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
2026-04-13
articleOpen accessNarrative 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.
IEEE Transactions on Games · 2026-01-01
preprintOpen accessReward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling robots using large language models (LLMs). In the content generation literature, there has been early work on generating reward functions for reinforcement learning agent generators. This work introduces <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">PCGRLLM</i>, an extended architecture based on earlier work, which employs a feedback mechanism and several reasoning-based prompt engineering techniques. We evaluate the proposed method on a story-to-reward generation task in a two-dimensional environment using two state-of-the-art LLMs across various reasoning-based prompting methods. Our experiments provide insightful evaluations that demonstrate the capabilities of LLMs essential for content generation tasks. The results demonstrate a substantial performance improvement over the previous structure, achieving performance comparable to that of humans. Our work demonstrates the potential to reduce human dependency in game AI development, while supporting and enhancing creative processes.
Video Game Level Design as a Multi-Agent Reinforcement Learning Problem
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · 2025-11-07
articleOpen accessSenior authorProcedural 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.
Proceedings of the Genetic and Evolutionary Computation Conference Companion · 2025-07-14
articleOpen accessWe address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other performance characteristics. The repair problem may also be constrained in that it can only make a small number of changes to the level. We investigate search-based solutions to the level repair problem, particularly using evolutionary and quality-diversity algorithms, with good results. This level repair method is applied to levels generated using a machine learning-based procedural content generation (PCGML) method that generates stylistically appropriate but frequently broken levels. This combination of PCGML for generation and search-based methods for repair shows great promise as a hybrid procedural content generation (PCG) method.
Moonshine: Distilling Game Content Generators into Steerable Generative Models
Proceedings of the AAAI Conference on Artificial Intelligence · 2025-04-11
articleOpen accessSenior authorProcedural 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 amount of content with a constructive algorithm and label it using a Large Language Model (LLM). We use these synthetic labels to condition two PCGML models for content-specific generation, a diffusion model and the five-dollar model. This neural network distillation process ensures that the generation aligns with the original algorithm while introducing controllability through plain text. We define this text-conditioned PCGML as a Text-to-game-Map (T2M) task, offering an alternative to prevalent text-to-image multi-modal tasks. We compare our distilled models with the baseline constructive algorithm. Our analysis of the variety, accuracy, and quality of our generation demonstrates the efficacy of distilling constructive methods into controllable text-conditioned PCGML models.
Recent grants
RI: Small: General Intelligence through Algorithm Invention and Selection
NSF · $427k · 2017–2020
SaTC: CORE: Small: Dictionary Attacks on Biometrics
NSF · $483k · 2020–2024
Frequent coauthors
- 101 shared
Ahmed Khalifa
- 91 shared
Georgios N. Yannakakis
University of Malta
- 65 shared
Michael Cerny Green
New York University
- 50 shared
Andy Nealen
University of Southern California
- 45 shared
Antonios Liapis
University of Malta
- 41 shared
Sebastian Risi
IT University of Copenhagen
- 39 shared
Simon M. Lucas
Queen Mary University of London
- 36 shared
Sam Earle
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