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This paper surveys research on applying neuroevolution (NE) to games.
The Organization of Behavior: A Neuropsychological Theory
D. O. Hebb · 1949
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The perceptron: a probabilistic model for information storage and organization in the brain
F. Rosenblatt · 1958
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The optimal control of partially observable markov processes over the infinite horizon: Discounted costs
E. J. Sondik · 1978
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Multilayer feedforward networks are universal approximators
K. Hornik, M. Stinchcombe, and H. White · 1989
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Evolving finite state behavior using marker-based genetic encoding of neural networks
B. Fullmer and R. Miikkulainen · 1992
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Genetic algorithms for multiobjective optimization: Formulation, discussion and generalization
C. M. Fonseca, P. J. Fleming, et al · 1993
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Evolving neural networks to focus minimax search
D. E. Moriarty and R. Miikkulainen · 1994
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Discovering complex othello strategies through evolutionary neural networks
D. E. Moriarty and R. Miikkulainen · 1995
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Evolution of plastic neurocontrollers for situated agents
D. Floreano and F. Mondada · 1996
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Incremental evolution of complex general behavior
F. Gomez and R. Miikkulainen · 1997
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Creatures: Artificial Life Autonomous Software Agents for Home Entertainment
S. Grand, D. Cliff, and A. Malhotra · 1997
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New methods for competitive coevolution
C. D. Rosin and R. K. Belew · 1997
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Coevolving predator and prey robots: Do “arms races” arise in artificial evolution?
S. Nolfi and D. Floreano · 1998
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Evolving neural networks to play Go
N. Richards, D. Moriarty, and R. Miikkulainen · 1998
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Introduction to reinforcement learning
R. S. Sutton and A. G. Barto · 1998
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Evolving artificial neural networks
X. Yao · 1999
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Remembering how to behave: Recurrent neural networks for adaptive robot behavior
T. Ziemke · 1999
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Evolutionary robotics: The biology, intelligence, and technology of self-organizing machines
S. Nolfi and D. Floreano · 2000
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Evolving an expert checkers playing program without using human expertise
K. Chellapilla and D. B. Fogel · 2001
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Particle swarm optimization: developments, applications and resources
R. C. Eberhart and Y. Shi · 2001
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Blondie24: Playing at the Edge of AI
D. B. Fogel · 2001
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LSTM recurrent networks learn simple context-free and context-sensitive languages
F. A. Gers and J. Schmidhuber · 2001
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A neuro-evolution method for dynamic resource allocation on a chip multiprocessor
F. J. Gomez, D. Burger, and R. Miikkulainen · 2001
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Completely derandomized self-adaptation in evolution strategies
N. Hansen and A. Ostermeier · 2001
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Co-evolving a Go-playing neural network
A. Lubberts and R. Miikkulainen · 2001
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Evolution of Adaptive Synapses: Robots with Fast Adaptive Behavior in New Environments
J. Urzelai and D. Floreano · 2001
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Evolutionary algorithms for solving multi-objective problems , volume 242
C. A. C. Coello, D. A. Van Veldhuizen, and G. B. Lamont · 2002
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A fast and elitist multiobjective genetic algorithm: NSGA-II
K. Deb, A. Pratap, S. Agarwal, and T. Meyarivan · 2002
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Evolving neural networks through augmenting topologies
K. O. Stanley and R. Miikkulainen · 2002
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Pareto neuro-evolution: Constructing ensemble of neural networks using multi-objective optimization
H. A. Abbass · 2003
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Neuroevolution for adaptive teams
B. D. Bryant and R. Miikkulainen · 2003
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Piece difference: Simple to evolve?
E. J. Hughes · 2003
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Neuroevolution for reinforcement learning using evolution strategies
C. Igel · 2003
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Coevolution of active vision and feature selection
D. Floreano, T. Kato, D. Marocco, and E. Sauser · 2004
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A self-learning evolutionary chess program
D. B. Fogel, T. J. Hays, S. Hahn, and J. Quon · 2004
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Evolving a roving eye for Go
K. O. Stanley and R. Miikkulainen · 2004
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Evolving opponents for interesting interactive computer games
G. N. Yannakakis and J. Hallam · 2004
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Machine learning techniques for FPS in Q3
S. Zanetti and A. E. Rhalibi · 2004
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Observing the evolution of neural networks learning to play the game of Othello
S. Y. Chong, M. K. Tan, and J. D. White · 2005
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Evolving a neural network location evaluator to play Ms. Pac-Man
S. M. Lucas · 2005
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Coevolution versus self-play temporal difference learning for acquiring position evaluation in small-board go
T. P. Runarsson and S. M. Lucas · 2005
Earlier work this paper cites.
Real-time neuroevolution in the NERO video game
K. O. Stanley, B. D. Bryant, and R. Miikkulainen · 2005
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Evolving controllers for simulated car racing
J. Togelius and S. M. Lucas · 2005
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Automatic feature selection in neuroevolution
S. Whiteson, P. Stone, K. O. Stanley, R. Miikkulainen, and N. Kohl · 2005
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Evolutionary computation and games
S. M. Lucas and G. Kendall · 2006
Earlier work this paper cites.
Temporal difference learning versus co-evolution for acquiring othello position evaluation
S. M. Lucas and T. P. Runarsson · 2006
Cited alongside, same era.
Creating intelligent agents in games
R. Miikkulainen · 2006
Cited alongside, same era.
Evolving robust and specialized car racing skills
J. Togelius and S. M. Lucas · 2006
Cited alongside, same era.
Evolving Pac-Man players: Can we learn from raw input?
M. Gallagher and M. Ledwich · 2007
Cited alongside, same era.
Point-to-point car : an initial study of evolution versus temporal difference learning
S. M. Lucas and J. Togelius · 2007
Cited alongside, same era.
Checkers is solved
J. Schaeffer, N. Burch, Y. Björnsson, A. Kishimoto, M. Müller, R. Lake, P. Lu, and S. Sutphen · 2007
Cited alongside, same era.
Evolving static representations for task transfer
P. Verbancsics and K. O. Stanley · 2010
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Critical factors in the empirical performance of temporal difference and evolutionary methods for reinforcement learning
S. Whiteson, M. E. Taylor, and P. Stone · 2010
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Investigating evolutionary checkers by incorporating individual and social learning, N-tuple systems and a round robin tournament
B. Al-Khateeb · 2011
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Non-linear monte-carlo search in Civilization II
S. Branavan, D. Silver, and R. Barzilay · 2011
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Transfer of driving behaviors across different racing games
L. Cardamone, A. Caiazzo, D. Loiacono, and P. L. Lanzi · 2011
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Evolving 3D objects with a generative encoding inspired by developmental biology
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Training recurrent networks by Evolino
J. Schmidhuber, D. Wierstra, M. Gagliolo, and F. Gomez · 2007
Cited alongside, same era.
Evolving Neuromodulatory Topologies for Reinforcement Learning-like Problems
A. Soltoggio, P. Dürr, C. Mattiussi, and D. Floreano · 2007
Cited alongside, same era.
Compositional pattern producing networks: A novel abstraction of development
K. O. Stanley · 2007
Cited alongside, same era.
Transfer via inter-task mappings in policy search reinforcement learning
M. E. Taylor, S. Whiteson, and P. Stone · 2007
Cited alongside, same era.
Towards automatic personalised content creation for racing games
J. Togelius, R. De Nardi, and S. M. Lucas · 2007
Cited alongside, same era.
The 2007 IEEE CEC simulated car racing competition
J. Togelius, S. Lucas, H. D. Thang, J. M. Garibaldi, T. Nakashima, C. H. Tan, I. Elhanany, S. Berant, P. Hingston, R. M. MacCallum, et al · 2007
Cited alongside, same era.
J. Clune and H. Lipson · 2011
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Characterizing reinforcement learning methods through parameterized learning problems
S. Kalyanakrishnan and P. Stone · 2011
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Human-assisted neuroevolution through shaping, advice and examples
I. V. Karpov, V. K. Valsalam, and R. Miikkulainen · 2011
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UT2: Human-like Behavior via Neuroevolution of Combat Behavior and Replay of Human Traces
J. Schrum, I. V. Karpov, and R. Miikkulainen · 2011
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Picbreeder: A case study in collaborative evolutionary exploration of design space
J. Secretan, N. Beato, D. B. D’Ambrosio, A. Rodriguez, A. Campbell, J. T. Folsom-Kovarik, and K. O. Stanley · 2011
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Search-based procedural content generation: a taxonomy and survey
J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne · 2011
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A survey of monte carlo tree search methods
C. B. Browne, E. Powley, D. Whitehouse, S. M. Lucas, P. I. Cowling, P. Rohlfshagen, S. Tavener, D. Perez, S. Samothrakis, and S. Colton · 2012
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HyperNEAT-GGP: A HyperNEAT-based Atari General Game Player
M. Hausknecht, P. Khandelwal, R. Miikkulainen, and P. Stone · 2012
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Generating a complete multipart musical composition from a single monophonic melody with functional scaffolding
A. K. Hoover, P. A. Szerlip, and K. O. Stanley · 2012
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Adapting models of visual aesthetics for personalized content creation
A. Liapis, G. N. Yannakakis, and J. Togelius · 2012
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Neurovisual control in the Quake II environment
M. Parker and B. D. Bryant · 2012
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A unified approach to evolving plasticity and neural geometry
S. Risi and K. O. Stanley · 2012
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Combining search-based procedural content generation and social gaming in the Petalz video game
S. Risi, J. Lehman, D. B. D’Ambrosio, R. Hall, and K. O. Stanley · 2012
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Human-like combat behaviour via multiobjective neuroevolution
J. Schrum, I. V. Karpov, and R. Miikkulainen · 2012
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Pathfinding in games
A. Botea, B. Bouzy, M. Buro, C. Bauckhage, and D. Nau · 2013
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Competitive coevolution in Ms. Pac-Man
A. B. Cardona, J. Togelius, and M. J. Nelson · 2013
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The evolutionary origins of modularity
J. Clune, J.-B. Mouret, and H. Lipson · 2013
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Towards a video game description language
M. Ebner, J. Levine, S. M. Lucas, T. Schaul, T. Thompson, and J. Togelius · 2013
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A neuroevolution approach to general Atari game playing
M. Hausknecht, J. Lehman, R. Miikkulainen, and P. Stone · 2013
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Evolving large-scale neural networks for vision-based reinforcement learning
J. Koutník, G. Cuccu, J. Schmidhuber, and F. Gomez · 2013
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Transforming exploratory creativity with DeLeNoX
A. Liapis, H. P. Martínez, J. Togelius, and G. N. Yannakakis · 2013
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Learning and game AI
H. Muñoz-Avila, C. Bauckhage, M. Bida, C. B. Congdon, and G. Kendall · 2013
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Imitating human playing styles in Super Mario Bros
J. Ortega, N. Shaker, J. Togelius, and G. N. Yannakakis · 2013
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A video game description language for model-based or interactive learning
T. Schaul · 2013
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On the relationships between generative encodings, regularity, and learning abilities when evolving plastic artificial neural networks
P. Tonelli and J.-B. Mouret · 2013
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Player modeling
G. N. Yannakakis, P. Spronck, D. Loiacono, and E. André · 2013
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In search of intelligence: evolving a developmental neuron capable of learning
G. M. Khan and J. F. Miller · 2014
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Overcoming deception in evolution of cognitive behaviors
J. Lehman and R. Miikkulainen · 2014
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Preference learning for move prediction and evaluation function approximation in Othello
S. Lucas and T. Runarsson · 2014
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Guided self-organization in indirectly encoded and evolving topographic maps
S. Risi and K. O. Stanley · 2014
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Automatically categorizing procedurally generated content for collecting games
S. Risi, J. Lehman, D. B. D’Ambrosio, and K. O. Stanley · 2014
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Evolving multimodal behavior with modular neural networks in ms. pac-man
J. Schrum and R. Miikkulainen · 2014
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A panorama of artificial and computational intelligence in games
G. Yannakakis and J. Togelius · 2014
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Robots that can adapt like animals
A. Cully, J. Clune, D. Tarapore, and J.-B. Mouret · 2015
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EvoCommander, 2015
D. Jallov, S. Risi, and J. Togelius · 2015
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The 2014 general video game playing competition
D. Perez, S. Samothrakis, J. Togelius, T. Schaul, S. Lucas, A. Couëtoux, J. Lee, C.-U. Lim, and T. Thompson · 2015
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Petalz: Search-based procedural content generation for the casual gamer
S. Risi, J. Lehman, D. B. D’Ambrosio, R. Hall, and K. O. Stanley · 2015
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Procedural content generation in games: A textbook and an overview of current research, 2015
N. Shaker, J. Togelius, and M. Nelson · 2015
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Short-term plasticity as cause–effect hypothesis testing in distal reward learning
A. Soltoggio · 2015
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