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Creators/Authors contains: "Togelius, Julian"

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  1. People are remarkably capable of generating their own goals, beginning with child’s play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behaviour, models are still far from capturing the richness of everyday human goals. Here we bridge this gap by collecting a dataset of human-generated playful goals (in the form of scorable, single-player games), modelling them as reward-producing programs and generating novel human-like goals through program synthesis. Reward-producing programs capture the rich semantics of goals through symbolic operations that compose, add temporal constraints and allow program execution on behavioural traces to evaluate progress. To build a generative model of goals, we learn a fitness function over the infinite set of possible goal programs and sample novel goals with a quality-diversity algorithm. Human evaluators found that model-generated goals, when sampled from partitions of program space occupied by human examples, were indistinguishable from human-created games. We also discovered that our model’s internal fitness scores predict games that are evaluated as more fun to play and more human-like. 
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    Free, publicly-accessible full text available February 1, 2026
  2. Face recognition systems have made significant strides thanks to data-heavy deep learning models, but these models rely on large privacy-sensitive datasets. Recent work in facial analysis and recognition have thus started making use of synthetic datasets generated from GANs and diffusion based generative models. These models, however, lack fairness in terms of demographic representation and can introduce the same biases in the trained downstream tasks. This can have serious societal and security implications. To address this issue, we propose a methodology that generates unbiased data from a biased generative model using an evolutionary algorithm. We show results for StyleGAN2 model trained on the Flicker Faces High Quality dataset to generate data for singular and combinations of demographic attributes such as Black and Woman. We generate a large racially balanced dataset of 13.5 million images, and show that it boosts the performance of facial recognition and analysis systems whilst reducing their biases. We have made our code-base ( https://github.com/anubhav1997/youneednodataset ) public to allow researchers to reproduce our work. 
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    Free, publicly-accessible full text available October 1, 2025
  3. Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level’s quality and key characteristics. While PCGRL offers a unique set of affordances for game designers, it is constrained by the compute-intensive process of training RL agents, and has so far been limited to generating relatively small levels. To address this issue of scale, we implement several PCGRL environments in Jax so that all aspects of learning and simulation happen in parallel on the GPU, resulting in faster environment simulation; removing the CPU-GPU transfer of information bottleneck during RL training; and ultimately resulting in significantly improved training speed. We replicate several key results from prior works in this new framework, letting models train for much longer than previously studied, and evaluating their behavior after 1 billion timesteps. Aiming for greater control for human designers, we introduce randomized level sizes and frozen “pinpoints” of pivotal game tiles as further ways of countering overfitting. To test the generalization ability of learned generators, we evaluate models on large, out-of-distribution map sizes, and find that partial observation sizes learn more robust design strategies. 
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    Free, publicly-accessible full text available August 5, 2025
  4. A dictionary attack in a biometric system entails the use of a small number of strategically generated images or tem- plates to successfully match with a large number of identi- ties, thereby compromising security. We focus on dictionary attacks at the template level, specifically the IrisCodes used in iris recognition systems. We present an hitherto unknown vulnerability wherein we mix IrisCodes using simple bit- wise operators to generate alpha-mixtures —alpha-wolves (combining a set of “wolf” samples) and alpha-mammals (combining a set of users selected via search optimization) that increase false matches. We evaluate this vulnerabil- ity using the IITD, CASIA-IrisV4-Thousand and Synthetic datasets, and observe that an alpha-wolf (from two wolves) can match upto 71 identities @FMR=0.001%, while an alpha-mammal (from two identities) can match upto 133 other identities @FMR=0.01% on the IITD dataset. 
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  5. This work expands on previous advancements in genetic fingerprint spoofing via the DeepMasterPrints and introduces Diversity and Novelty MasterPrints. This system uses quality diversity evolutionary algorithms to generate dictionaries of artificial prints with a focus on increasing coverage of users from the dataset. The Diversity MasterPrints focus on generating solution prints that match with users not covered by previously found prints, and the Novelty MasterPrints explicitly search for prints with more that are farther in user space than previous prints. Our multi-print search methodologies outperform the singular DeepMasterPrints in both coverage and generalization while maintaining quality of the fingerprint image output. 
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  6. null (Ed.)
    This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation. The tool uses reinforcement-learning-based models to augment manual human level-design through the addition of AI-generated suggestions. Here, we apply RL Brush to designing levels for the classic puzzle game Sokoban. We put the tool online and tested it in 39 different sessions. The results show that users using the AI suggestions stay around longer and their created levels on average are more playable and more complex than without. 
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  7. null (Ed.)
    This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for generators for three different problems (Binary, Zelda, and Sokoban). We restrict the represen- tation to a subset of Marahel language to push the evolution to find more efficient generators. The results show that the generated generators were able to achieve good performance on most of the fitness functions over these three problems. However, on Zelda and Sokoban they tend to depend on the initial state than modifying the map. 
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