/ working definition

Generative Optimization treats creative design as a search problem: generative models propose candidate artefacts, models of human engagement evaluate them, and metaheuristic search steers what is generated next.

The goal is not a single optimum but a set of artefacts that are good, diverse and genuinely engaging for the people who use them. What sets the programme apart is the middle stage: the objective comes from a theory of engagement developed and published over more than a decade, rather than from a generic quality metric.

GENERATE→EVALUATE→SEARCH↺
CANDIDATE
GAME REFINEMENT · GR = √G / T
too hardcomfortable 0.07–0.08too easy
waiting for the first candidate…
MAP-ELITES ARCHIVE · click a niche
symmetry →
22 givens← fewer clues · more clues →45
comfortabletoo easytoo hard
0
Puzzles evaluated
0 / 40
Niches filled
0
In comfort zone

Illustrative teaching model: random edits stand in for the AI generator, and GR = √G / T is a simplified game-refinement measure.

The Generative Optimization loopGenerate proposes artefacts, Evaluate scores them by human engagement, Search steers what is generated next, and the cycle repeats.artefacts that aregood, diverse, engagingGENERATEproposeEVALUATEscoreSEARCHsteer

/ one loop, three stages

Each research line is one stage.

The three pillars on this site map directly onto the loop. Generation without evaluation produces volume, not quality. Evaluation without search only ranks what already exists. Search without a human-centred objective optimizes the wrong thing. The contribution is in closing the loop.

STAGE 01 · GENERATE

What could exist?

from: Generative & Agentic AI

Generative models, LLMs and agent teams propose candidate artefacts: levels, quests, puzzles, layouts, schedules, even new search operators. Generation is cheap and plentiful; on its own it has no sense of what is worth keeping.

LLMs & agentic generationGANs & diffusionProcedural generatorsLLM-proposed operators
▶ Agentic quest generation →
STAGE 02 · EVALUATE

Is it any good, for people?

from: Games Informatics & Engagement Modelling

Each candidate is scored by models of how people experience it. Game-refinement theory and the "motion in mind" model turn engagement into a measurable signal, so the objective is human experience, not only accuracy or cost.

Game-refinement measureMotion-in-mind modelSelf-play & agent simulationPlayer-experience models
▶ Game refinement, self-play →
STAGE 03 · SEARCH

How do we find better ones?

from: Computational Intelligence & Optimization

Metaheuristics decide what gets generated next: evolutionary, immune and swarm algorithms, and quality-diversity archives such as MAP-Elites that keep many different good solutions rather than one winner.

Evolutionary & immune algorithmsSwarm intelligenceMAP-Elites / quality-diversityMemetic hybrids
▶ Swarm on a fitness landscape →

/ how it relates

Built on established fields.

Generative Optimization draws on several active research communities. It shares their methods and is precise about what it adds.

Search-based procedural content generation
SHARESSearch over generated game content.
ADDSAdds modern generative models as the variation engine, and a theory of engagement as the objective.
Quality-diversity (e.g. MAP-Elites)
SHARESKeeps an archive of diverse, high-performing solutions.
ADDSUses QD as one search strategy inside the loop, with engagement measures defining the behaviour space.
LLM-driven evolutionary algorithms
SHARESLanguage models act as mutation, crossover or operator designers.
ADDSTargets human-facing artefacts and human-centred fitness, not only benchmark functions.
Generative design (engineering)
SHARESMachine-proposed designs refined by optimization.
ADDSThe designs are experiences — games, learning activities, interactive systems — judged by how people engage with them.

/ research horizon

From optimizing designs to learning how to optimize.

NOW

Generative Optimization

Close the generate → evaluate → search loop for individual design problems: puzzles, levels, quests, learning activities and interactive systems, each optimized against human engagement.

NEXT

Generative Optinformatics

Make the loop learn from itself. Every run leaves knowledge behind: archives of elites, search trajectories, evaluator feedback. Generative models can mine that experience and reuse it, to seed new searches, propose better operators and transfer what worked from one design problem to the next.

Builds on optinformatics, the established idea of bringing informatics and learning into the optimization process (Lim et al. 2016; Feng, Hou & Zhu 2021), extended here with generative models.

Key references

  1. Lim, D., Ong, Y.-S., Gupta, A., Goh, C. K. & Dutta, P. S. “Towards a new Praxis in optinformatics targeting knowledge re-use in evolutionary computation: simultaneous problem learning and optimization.” Evolutionary Intelligence 9(4): 203–220 (2016).
  2. Feng, L., Hou, Y. & Zhu, Z. Optinformatics in Evolutionary Learning and Optimization. Adaptation, Learning, and Optimization, vol. 25. Springer (2021). Link
  3. Togelius, J., Yannakakis, G. N., Stanley, K. O. & Browne, C. “Search-based procedural content generation: A taxonomy and survey.” IEEE Transactions on Computational Intelligence and AI in Games 3(3): 172–186 (2011).
  4. Mouret, J.-B. & Clune, J. “Illuminating search spaces by mapping elites.” arXiv:1504.04909 (2015). Link
  5. Liu, S., Chen, C., Qu, X., Tang, K. & Ong, Y.-S. “Large language models as evolutionary optimizers.” arXiv:2310.19046 (2023, rev. 2024). Link

My own work across all three stages is on the publications page.

Work on the loop with me.

PhD and Master's projects are open at every stage: new generators, new engagement measures, and new search methods. Industry partners with a design problem worth optimizing are welcome too.

Open positions →Get in touch →