rtNEAT C++
Released 2006
The rtNEAT package contains source code implementing the real-time NeuroEvolution of Augmenting Topologies method. In addition, it includes code for adaptive neurons. The package includes a public license that allows unrestricted free use of the patent pending rtNEAT technology for noncommercial scientific and research purposes. Parties interested in licensing rtNEAT for commercial use may contact Rick Friedman at the Office of Technology Commercialization, UT Austin, software@otc.utexas.edu.

The rtNEAT software is based on the original NEAT source code by Kenneth Stanley. Source code included in this package was originally written by Kenneth Stanley (kstanley@cs.ucf.edu) for the Torque Game Engine used in NERO and later translated into generic form by Ryan Cornelius (lathentar@mail.utexas.edu). The public rtNEAT release package was then put together by Kenneth Stanley. Please contact kstanley@cs.ucf.edu for questions.

Revision History

  • v1.0 (2/24/2006) - original release
  • v1.0.1 (2/16/2010) - update release (ikarpov@cs.utexas.edu)
    The package was updated with minimal fixes to enable it to compile under GCC 4.x and newer compilers. The package is otherwise identical to v1.0.
  • v1.0.2 (9/1/2011) - bug fixes (erkin@cs.utexas.edu):
    • Fix typo in NNode::depth() causing max_depth to be calculated incorrectly.
    • Fix Makefile optimization flag and a few minor memory issues.
    • Fix a performance regression with the Markovian double pole balancing experiment, mainly by increasing weight caps.
    • Consider failed runs when printing the average number of evaluations.
Erkin Bahceci Ph.D. Alumni erkin [at] cs utexas edu
Igor V. Karpov Masters Alumni ikarpov [at] gmail com
Kenneth Stanley Postdoctoral Alumni kstanley [at] cs ucf edu
Evaluating team behaviors constructed with human-guided machine learning 2015
Igor V. Karpov, Leif M. Johnson and Risto Miikkulainen, To Appear In Proceedings of the IEEE Conference on Computational Intelligence in Games, August 31-July 2 2015.
IJCNN-2013 Tutorial on Evolution of Neural Networks 2013
Risto Miikkulainen, To Appear In unpublished. Tutorial slides..
Multiagent Learning through Neuroevolution 2012
Risto Miikkulainen, Eliana Feasley, Leif Johnson, Igor Karpov, Padmini Rajagopalan, Aditya Rawal, and Wesley Tansey, In Advances in Computational Intelligence, J. Liu et al. (Eds.), Vol. LNCS 7311, pp. 24-46, Berlin, Heidelberg: 2012. Springer.
Neuroevolution 2010
Risto Miikkulainen, In Encyclopedia of Machine Learning, New York 2010. Springer.
Computational Intelligence in Games 2006
Risto Miikkulainen, Bobby D. Bryant, Ryan Cornelius, Igor V. Karpov, Kenneth O. Stanley, and Chern Han Yong, In Computational Intelligence: Principles and Practice, Gary Y. Yen and David B. Fogel (Eds.), Piscataway, NJ 2006. IEEE Computational Intelligence Society.
Creating Intelligent Agents in Games 2006
Risto Miikkulainen, The Bridge (2006), pp. 5-13.
Incorporating Advice into Neuroevolution of Adaptive Agents 2006
Chern Han Yong, Kenneth O. Stanley, Risto Miikkulainen, and Igor V. Karpov, In Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 98-104, Menlo Park, CA 2006. AAAI Press.
Evolving Neural Network Agents in the NERO Video Game 2005
Kenneth O. Stanley, Bobby D. Bryant, and Risto Miikkulainen, In Proceedings of the IEEE 2005 Symposium on Computational Intelligence and Games (CIG'05), Piscataway, NJ 2005. IEEE.
Real-Time Learning in the NERO Video Game 2005
Kenneth O. Stanley, Ryan Cornelius, Risto Miikkulainen, Thomas D'Silva, and Aliza Gold, In Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2005) Demo Papers 2005.
Real-time Neuroevolution in the NERO Video Game 2005
Kenneth O. Stanley, Bobby D. Bryant, and Risto Miikkulainen, IEEE Transactions on Evolutionary Computation (2005), pp. 653-668. IEEE.