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60
Real-time neuroevolution in the nero video game
- IEEE Transactions on Evolutionary Computation
, 2005
"... In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. This pap ..."
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Cited by 48 (16 self)
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In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. This paper introduces the real-time NeuroEvolution of Augmenting Topologies (rtNEAT) method for evolving increasingly complex artificial neural networks in real time, as a game is being played. The rtNEAT method allows agents to change and improve during the game. In fact, rtNEAT makes possible an entirely new genre of video games in which the player trains a team of agents through a series of customized exercises. To demonstrate this concept, the NeuroEvolving Robotic Operatives (NERO) game was built based on rtNEAT. In NERO, the player trains a team of virtual robots for combat against other players ’ teams. This paper describes results from this novel application of machine learning, and demonstrates that rtNEAT makes possible video games like NERO where agents evolve and adapt in real time. In the future, rtNEAT may allow new kinds of educational and training applications through interactive and adapting games. 1
Active Guidance for a Finless Rocket using Neuroevolution
, 2003
"... Finless rockets are more efficient than finned designs, but are too unstable to fly unassisted. These rockets require an active guidance system to control their orientation during flight and maintain stability. Because rocket dynamics... ..."
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Cited by 28 (11 self)
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Finless rockets are more efficient than finned designs, but are too unstable to fly unassisted. These rockets require an active guidance system to control their orientation during flight and maintain stability. Because rocket dynamics...
Comparing evolutionary and temporal difference methods in a reinforcement learning domain
- In GECCO 2006: Proceedings of the Genetic and Evolutionary Computation Conference (pp. 1321–1328). 123 Agent Multi-Agent Syst
, 2006
"... Both genetic algorithms (GAs) and temporal difference (TD) methods have proven effective at solving reinforcement learning (RL) problems. However, since few rigorous empirical comparisons have been conducted, there are no general guidelines describing the methods ’ relative strengths and weaknesses. ..."
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Cited by 22 (12 self)
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Both genetic algorithms (GAs) and temporal difference (TD) methods have proven effective at solving reinforcement learning (RL) problems. However, since few rigorous empirical comparisons have been conducted, there are no general guidelines describing the methods ’ relative strengths and weaknesses. This paper presents the results of a detailed empirical comparison between a GA and a TD method in Keepaway, a standard RL benchmark domain based on robot soccer. In particular, we compare the performance of NEAT [19], a GA that evolves neural networks, with Sarsa [16, 17], a popular TD method. The results demonstrate that NEAT can learn better policies in this task, though it requires more evaluations to do so. Additional experiments in two variations of Keepaway demonstrate that Sarsa learns better policies when the task is fully observable and NEAT learns faster when the task is deterministic. Together, these results help isolate the factors critical to the performance of each method and yield insights into their general strengths and weaknesses.
Co-Evolving Recurrent Neurons Learn Deep Memory POMDPs
- PROCEEDINGS OF THE GENETIC AND EVOLUTIONARY COMPUTATION CONFERENCE (GECCO
, 2005
"... Recurrent neural networks are theoretically capable of learning complex temporal sequences, but training them through gradient-descent is too slow and unstable for practical use in reinforcement learning environments. Neuroevolution, the evolution of artificial neural networks using genetic algorith ..."
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Cited by 19 (9 self)
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Recurrent neural networks are theoretically capable of learning complex temporal sequences, but training them through gradient-descent is too slow and unstable for practical use in reinforcement learning environments. Neuroevolution, the evolution of artificial neural networks using genetic algorithms, can potentially solve real-world reinforcement learning tasks that require deep use of memory, i.e. memory spanning hundreds or thousands of inputs, by searching the space of recurrent neural networks directly. In this paper, we introduce a new neuroevolution algorithm called Hierarchical Enforced SubPopulations that simultaneously evolves networks at two levels of granularity: full networks and network components or neurons. We demonstrate the method in two POMDP tasks that involve temporal dependencies of up to thousands of time-steps, and show that it is faster and simpler than the current best conventional reinforcement learning system on these tasks.
Accelerated Neural Evolution through Cooperatively Coevolved Synapses
"... Many complex control problems require sophisticated solutions that are not amenable to traditional controller design. Not only is it difficult to model real world systems, but often it is unclear what kind of behavior is required to solve the task. Reinforcement learning (RL) approaches have made pr ..."
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Cited by 13 (4 self)
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Many complex control problems require sophisticated solutions that are not amenable to traditional controller design. Not only is it difficult to model real world systems, but often it is unclear what kind of behavior is required to solve the task. Reinforcement learning (RL) approaches have made progress by using direct interaction with the task environment, but have so far not scaled well to large state spaces and environments that are not fully observable. In recent years, neuroevolution, the artificial evolution of neural networks, has had remarkable success in tasks that exhibit these two properties. In this paper, we compare a neuroevolution method called Cooperative Synapse Neuroevolution (CoSyNE), that uses cooperative coevolution at the level of individual synaptic weights, to a broad range of reinforcement learning algorithms on very difficult versions of the pole balancing problem that involve large (continuous) state spaces and hidden state. CoSyNE is shown to be significantly more efficient and powerful than the other methods on these tasks.
Efficient reinforcement learning through evolutionary acquisition of neural topologies
- In 13th European Symposium on Artificial Neural Networks (ESANN
, 2005
"... Abstract. In this paper we present a novel method, called Evolutionary ..."
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Cited by 10 (6 self)
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Abstract. In this paper we present a novel method, called Evolutionary
Training Recurrent Networks by Evolino
, 2007
"... In recent years, gradient-based LSTM recurrent neural networks (RNNs) solved many previously RNN-unlearnable tasks. Sometimes, however, gradient information is of little use for training RNNs, due to numerous local minima. For such cases, we present a novel method: EVOlution of systems with LINear O ..."
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Cited by 9 (3 self)
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In recent years, gradient-based LSTM recurrent neural networks (RNNs) solved many previously RNN-unlearnable tasks. Sometimes, however, gradient information is of little use for training RNNs, due to numerous local minima. For such cases, we present a novel method: EVOlution of systems with LINear Outputs (Evolino). Evolino evolves weights to the nonlinear, hidden nodes of RNNs while computing optimal linear mappings from hidden state to output, using methods such as pseudoinverse-based linear regression. If we instead use quadratic programming to maximize the margin, we obtain the first evolutionary recurrent support vector machines. We show that Evolino-based LSTM can solve tasks that Echo State nets (Jaeger, 2004a) cannot and achieves higher accuracy in certain continuous function generation tasks than conventional gradient descent RNNs, including gradient-based LSTM.
Variable metric reinforcement learning methods applied to the noisy mountain car problem
- Eds.), European Workshop on Reinforcement Learning (EWRL 2008), in: Lecture Notes in Artificial Intelligence
, 2008
"... Abstract. Two variable metric reinforcement learning methods, the natural actor-critic algorithm and the covariance matrix adaptation evolution strategy, are compared on a conceptual level and analysed experimentally on the mountain car benchmark task with and without noise. 1 ..."
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Cited by 9 (5 self)
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Abstract. Two variable metric reinforcement learning methods, the natural actor-critic algorithm and the covariance matrix adaptation evolution strategy, are compared on a conceptual level and analysed experimentally on the mountain car benchmark task with and without noise. 1

