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 ...
Kenneth O. Stanley, Igor Karpov, Risto Miikkulaine...
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
This paper presents the evolving objects library (EOlib), an object-oriented framework for evolutionary computation (EC) that aims to provide a flexible set of classes to build EC...
Thirteen years have passed since Karl Sims published his work on evolving virtual creatures. Since then, several novel approaches to neural network evolution and genetic algorithm...
tion, structural dissolutionAbstract We constructed a simple evolutionary system, "evoloop," on a deterministic nine-state five-neighbor cellular automata (CA) space by i...