Real-time Interactive Gaming
Active from 1997 - 1999
In standard neuro-evolution, the objective is to evolve a network that best handles a given task. Although this approach is useful for static tasks, it does not work well in real-time domains where the environment (and therefore the task) can vary. Furthermore, if the real-time domain is interactive, the task is unpredictable because the user can change his/her behavior at will. We have tackled this problem by introducing a method for real-time interactive neuro-evolution, and testing the method through a real-time interactive gaming scenario. As the environment changes, the population evolves along with it and can cope with the task. We show that this method is superior to standard neuro-evolution techniques in the paper below. Please see the Animated Demo.

Adrian Agogino is also a member of this project.

Kenneth Stanley Postdoc (Alumni) kstanley@cs.ucf.edu
Computational Intelligence in Games 2006
Risto Miikkulainen, Bobby D. Bryant, Ryan Cornelius, Igor V. Karpov, Kenneth O. Stanley, and Chern Han Yong
Creating Intelligent Agents in Games 2006
Risto Miikkulainen
Online Interactive Neuro-Evolution 2000
Adrian Agogino, Kenneth O. Stanley, and Risto Miikkulainen