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The Game Innovation Lab is an exciting, dynamic and flexible space for research and learning that takes games as an innovation challenge.
Joined March 2011
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NYU Tandon Game Innovation Lab retweeted
For more details, read the paper: arxiv.org/abs/2609.06102
This work was done by @utheprodigyn, @MatthewSiper, Steven James, @togelius, and me.
#AIandGames #PCG #LLM #AI #LevelGeneration #GameDev
NYU Tandon Game Innovation Lab retweeted
New paper! We are honestly surprised that nobody seems to have explored this promising idea before. Results are interesting!
NYU Tandon Game Innovation Lab retweeted
So, could you do LLM-powered genetic programming in _natural language_? And still get working policies? And could you train a separate model to guide mutations? Why, yes you can! And it works well! New work from us:
NYU Tandon Game Innovation Lab retweeted
Professor Julian Togelius commented on how video games have long served as testing grounds for AI, noting that games like chess and Go gave early researchers a way to probe new tools.
#NYUTandonMade
buff.ly/BWDOWVV
NYU Tandon Game Innovation Lab retweeted
Proud to have received a Best Paper Award for our AI Picbreeder work at GECCO 2026 @GeccoConf in the Complex Systems track. Blog post here: pub.sakana.ai/picbreeder-vlm….
(Along with an Outstanding Reviewer award in the Evolutionary Machine Learning track!🧎🏻♂️🙏🏻)
Our new work, The AI Picbreeder Experiment, explores the use of frontier models as drivers of synthetic open-endedness.
If we're serious about putting these things in the driver's seat of a new and automatic science, then we need to know what they're really made of in terms of the ability to create and discover through intuition. Giving shape to the formless, making decisions based on vibes, having "taste"—whatever you want to call it—Can they do it? Do they have the sauce?
Picbreeder, a website where human users collaborated to spontaneously evolve images, is just the sauce-bearing test we need. Here, images were represented as neural networks that could be bred and mutated, with humans playing the role of natural selectors. By design, this interface prohibits the creative baggage of premeditation, of having goals in advance, and demands the artist patiently follow the flow of the work and seize upon serendipitous opportunities when they arise. It's more like catching fish from a stream than drawing a picture. And yet, distributing their work across many sessions, and branching and remixing each other's creations, humans were ultimately able to bend these neural networks into all manner of interesting, evocative, and striking images.
So, can large vision language models do the same? On the blog, we've built an interactive archive viewer that allows visitors to walk through galleries of Picbreeder images created by both humans and AI, and judge for themselves.
Call us old fashioned, but we're pretty sure the human output has something special that the AI can't quite yet replicate. We design a number of evaluation metrics to get at this quality. We ask: "How visually different are the images in the archive? How much do they look like real things? How different are the things they look like?"
The numbers show the humans coming out on top. And looking at the AI-generated archives and lineages, we find traces of an anxious attachment to plans and objectives. Often, even when the AI makes an apparent creative leap—e.g. transforming an image of a hood ornament into a side view of a car—it really stays stuck in place in some broader semantic/thematic space. And that's to say nothing of the handful of archives littered almost entirely with top-down views of soda can pull tabs, or high frequency circular patterns that appear chaotic and uninteresting to us, but apparently scratch some perceptual itch in the agents.
And yet we're optimistic. Though the AI's output is less refined, its movement through the stream of images less graceful and vivacious than our own, what we have here is a plausible model organism of open-endedness. The agents indeed (re)discover distributions of novel and interesting images when left to their own devices. They display a keen eye (even sometimes discovering optical illusions that might slip by a casual glance from a human), and explore persistently under considerable creative constraints. This allows us to model factors that are consequential to such open-ended exploration; i.e. injecting noise into the agents' decision making process, playing with their memory, and seeding them with subtly distinct personalities—all of which can be beneficial in the right doses.
And there's something to be said for searching without objectives. Prior work shows that if we optimize Picbreeder's pattern-producing neural networks to resemble a particular image (say, a skull), these representations will be fractured (meddling with their internal weights will immediately explode the skull beyond recognition), while the same neural image found by humans via open-ended exploration is robust to such perturbations, and even shows meaningful variations across them (e.g. the jaw opening and closing). Our VLM agents also stumbled upon images of skulls. Their representations are not as neatly semantically factorized as those discovered by humans, but neither are they nearly as fractured as those discovered by optimization.
This suggests that if we want to have AI build the next generation of AI, then it will be crucial to let them attack this problem through aimless wandering. Without this freedom, future models will be brittle and myopic; with it, they will have developed a more thorough model of the world, and an improved capacity for the kind of creative insight that is so quietly fundamental to the most meaningful of human endeavors.
NYU Tandon Game Innovation Lab retweeted
Prof Julian Togelius discussed why games remain the ideal environment for AI research, why consumer backlash against AI-generated assets reflects broader anxieties about the tech and more.
#NYUTandonMade
buff.ly/o6ISmx6
NYU Tandon Game Innovation Lab retweeted
New paradigm alert! 🎮
AgenticPCG
We combine classic PCG (Procedural Content Generation) algorithms with large language models for generating game levels. LLMs on their own are not good at level generation, but when given the right tools from our PCG toolbox they're killing it!
NYU Tandon Game Innovation Lab retweeted
I think this interview about our recent position paper (with @yannakakis @gdrtodd_ and @Smearle_RH) came out really well. Also, this picture (courtesy of @lchaimowicz ) is exactly what my days look like in the NYU Game Innovation Lab.
NYU Tandon Game Innovation Lab retweeted
NYU @nyutandon wrote about our recent position paper about what AGI can learn from game AI ⬇️⬇️⬇️
(next post)
NYU Tandon Game Innovation Lab retweeted
So much more can be learned
from AI playing games
besides how good they are at the game
like biases
New research from @NYUGameLab on AI in mafia showed
female “Sheriffs” earn more trust 👮♀️
but male “Seers” were more persuasive 🧙♂️
Like most AI stories, it’s about the data - but games can actually help you produce your own data at scale.
NYU Tandon Game Innovation Lab retweeted
🎙️In this episode of the ODSC Ai X Podcast, we sit down with @togelius, Associate Professor at New York University and Co-Director of the @NYUGameLab.
Together, we explore how AI is transforming game design and what the future of AI in games may hold.
🎧 hubs.li/Q03Gcd830
NYU Tandon Game Innovation Lab retweeted
Some of our recent work on diffusion models, led by @anubhavj480, highlighted by Sony!
Diffusion models may memorize training images due to hidden “attraction basins” during #denoising.
Sony AI’s solution:
🌀 Delay classifier-free guidance
↔️ Add Opposite Guidance
⚙️ No retraining needed
Simple fix, big impact for originality. #CVPR2025
🔗bit.ly/4lfqtq4
NYU Tandon Game Innovation Lab retweeted
More new work! We’re looking into automatic repair of game levels, designed either humans or algorithms. Basically, can you get the vibe right and then have evolution make the level work properly as well?
Can we fix PCG generated well designed but non-functional game level levels?? Evolution based algorithms can help to make it functional.
arxiv.org/html/2506.19359v1
NYU Tandon Game Innovation Lab retweeted
Can we fix PCG generated well designed but non-functional game level levels?? Evolution based algorithms can help to make it functional.
arxiv.org/html/2506.19359v1
NYU Tandon Game Innovation Lab retweeted
If you want to use search or RL for games, you need fast simulation. If you want to test your algorithm on many games (or generate new games), you need a game description language. Ergo: we introduce Ludax, a ⚡⚡⚡ fast!🤯 description language for board games. Try it out!
Excited to introduce the first version of Ludax, a domain-specific language for board games that compiles directly into JAX code!
Preprint: arxiv.org/abs/2506.22609
Code: github.com/gdrtodd/ludax
NYU Tandon Game Innovation Lab retweeted
We've all seen the barrage of video games generated by LLMs on social media. But can we automate this process, and measure the game-generation capabilities of LLMs in a more systematic way?
To this end, we introduce ScriptDoctor, a framework for automatically generating grid-based puzzle games with LLMs. ScriptDoctor iteratively prompts models to generate code, then uses search-based agents to assess the complexity of the resultant games.
NYU Tandon Game Innovation Lab retweeted
New paper! We are trying to find out how well LLMs can generate functional and novel games in the PuzzleScript game description language, especially when combined with automated playthrough based on search. This is part of our work to create new types of game design assistants.
We've all seen the barrage of video games generated by LLMs on social media. But can we automate this process, and measure the game-generation capabilities of LLMs in a more systematic way?
To this end, we introduce ScriptDoctor, a framework for automatically generating grid-based puzzle games with LLMs. ScriptDoctor iteratively prompts models to generate code, then uses search-based agents to assess the complexity of the resultant games.
NYU Tandon Game Innovation Lab retweeted
If you happen to be at @CVPR I'm Nashville, I'll give a keynote at the Computer Vision for Videogames workshop at 10.45 today. Room 210.
NYU Tandon Game Innovation Lab retweeted
🌱 On learning (July, TBD): Yasmin Kafai, @vnbermudez @togelius
Registration link to come
@PennGSE @UCIEducation @NYUGameLab