Demo Data from VLDB 2026 / reviewers in the wild / expert
Kenneth O. Stanley
dblp:s/KennethOStanley
· DBLP profile ↗
106ranked-venue papers
17as first author
4since 2021 · last 2024
0000-0003-4503-0839ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 103 · 16 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
13 papers |
Reinforcement learning · 34% Learning paradigms · 15% Optimization for machine learning · 11% | |
| Theoretical computer science
1 paper |
Algorithms and data structures · 50% Mathematical optimization · 50% |
Topics — the 25 heaviest of 30, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Transfer learning and domain adaptation
meta-learning |
0.8 | 2 | 2020 | Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020 Differentiable plasticity: training plastic neural networks with backpropagation · ICML 2018 |
Machine learning › Reinforcement learning › exploration › novelty-based exploration
novelty search |
0.8 | 2 | 2020 | Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020 Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018 |
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity |
0.8 | 2 | 2020 | Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020 Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018 |
Machine learning › Learning paradigms › curriculum learning
automatic curriculum generation |
0.8 | 1 | 2024 | OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024 |
Machine learning › Learning paradigms
curriculum learning |
0.8 | 1 | 2024 | OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.8 | 1 | 2024 | OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024 |
Machine learning › Reinforcement learning › curriculum reinforcement learning
task selection |
0.8 | 1 | 2024 | OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment |
0.5 | 1 | 2021 | Deep Innovation Protection: Confronting the Credit Assignment Problem in Training Heterogeneous Neural Architectures · AAAI 2021 |
Machine learning › Efficient and distributed learning › automated machine learning
neural architecture search |
0.4 | 1 | 2020 | Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020 |
Machine learning › Generative modeling
synthetic data generation |
0.4 | 1 | 2020 | Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020 |
Machine learning › Optimization for machine learning › evolutionary computation
evolution strategies |
0.3 | 1 | 2018 | Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018 |
Machine learning › Reinforcement learning
exploration |
0.3 | 1 | 2018 | Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018 |
Machine learning › Deep learning architectures and training
recurrent neural network |
0.3 | 1 | 2018 | Differentiable plasticity: training plastic neural networks with backpropagation · ICML 2018 |
Natural language and speech › Language models and text generation › text generation
creative writing |
0.2 | 1 | 2024 | Quality-Diversity through AI Feedback · ICLR 2024 |
Machine learning › Deep learning architectures and training
foundation model |
0.2 | 1 | 2024 | OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024 |
Machine learning › Representation and self-supervised learning › representation learning
unsupervised representation learning |
0.2 | 1 | 2015 | Unsupervised Feature Learning through Divergent Discriminative Feature Accumulation · AAAI 2015 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.1 | 1 | 2020 | Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020 |
Machine learning › Transfer learning and domain adaptation
cross-task transfer |
0.1 | 1 | 2010 | Evolving Static Representations for Task Transfer · J. Mach. Learn. Res. 2010 |
Mathematical optimization › multi-objective optimization
evolutionary algorithm |
0.1 | 1 | 2010 | To achieve our highest goals, we must be willing to abandon them · OOPSLA 2010 |
Algorithms and data structures
search algorithms |
0.1 | 1 | 2010 | To achieve our highest goals, we must be willing to abandon them · OOPSLA 2010 |
Machine learning › Transfer learning and domain adaptation › meta-learning
gradient-based meta-learning |
0.1 | 1 | 2018 | Differentiable plasticity: training plastic neural networks with backpropagation · ICML 2018 |
Machine learning › Reinforcement learning › population-based learning › evolutionary learning › population-based reinforcement learning
evolutionary reinforcement learning |
0.1 | 1 | 2006 | Real-Time Evolution of Neural Networks in the NERO Video Game · AAAI 2006 |
Machine learning › Reinforcement learning › human-in-the-loop reinforcement learning
interactive reinforcement learning |
0.1 | 1 | 2006 | Real-Time Interactive Learning in the NERO Video Game · AAAI 2006 |
Machine learning › Deep learning architectures and training › neural network training
neuroevolution |
0.1 | 1 | 2006 | Real-Time Evolution of Neural Networks in the NERO Video Game · AAAI 2006 |
Games and playful interaction › game AI
video game agents |
0.0 | 2 | 2006 | Real-Time Interactive Learning in the NERO Video Game · AAAI 2006 Real-Time Evolution of Neural Networks in the NERO Video Game · AAAI 2006 |
Methods — techniques the papers use, named apart from their topics
learning progress · 0.8foundation model · 0.8evolutionary algorithm · 0.8AI feedback · 0.8novelty search · 0.5evolutionary computation · 0.5reinforcement learning · 0.4meta-gradient · 0.4goal-switching · 0.4generative teaching networks · 0.4interactive evolution · 0.1real-time evolution · 0.1real-time adaptation · 0.1neural network evolution · 0.1interactive learning · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Quality-Diversity through AI FeedbackabstractIn many text-generation problems, users may prefer not only a single response, but a diverse range of high-quality outputs from which to choose. Quality-diversity (QD) search algorithms aim at such outcomes, by continually improving and diversifying a population of candidates. However, the applicability of QD to qualitative domains, like creative writing, has been limited by the difficulty of algorithmically specifying measures of quality and diversity. Interestingly, recent developments in language models (LMs) have enabled guiding search through \emph{AI feedback}, wherein LMs are prompted in natural language to evaluate qualitative aspects of text. Leveraging this development, we introduce Quality-Diversity through AI Feedback (QDAIF), wherein an evolutionary algorithm applies LMs to both generate variation and evaluate the quality and diversity of candidate text. When assessed on creative writing domains, QDAIF covers more of a specified search space with high-quality samples than do non-QD controls. Further, human evaluation of QDAIF-generated creative texts validates reasonable agreement between AI and human evaluation. Our results thus highlight the potential of AI feedback to guide open-ended search for creative and original solutions, providing a recipe that seemingly generalizes to many domains and modalities. In this way, QDAIF is a step towards AI systems that can independently search, diversify, evaluate, and improve, which are among the core skills underlying human society's capacity for innovation. Herbie Bradley, Andrew Dai 0001, Hannah Teufel, Jenny Zhang, Koen Oostermeijer, Marco Bellagente, Jeff Clune, Kenneth O. Stanley, Grégory Schott, Joel Lehman |
ICLR | 8 |
| 2024 | OMNI: Open-endedness via Models of human Notions of InterestingnessabstractOpen-ended algorithms aim to learn new, interesting behaviors forever. That requires a vast environment search space, but there are thus infinitely many possible tasks. Even after filtering for tasks the current agent can learn (i.e., learning progress), countless learnable yet uninteresting tasks remain (e.g., minor variations of previously learned tasks). An Achilles Heel of open-endedness research is the inability to quantify (and thus prioritize) tasks that are not just learnable, but also $\textit{interesting}$ (e.g., worthwhile and novel). We propose solving this problem by $\textit{Open-endedness via Models of human Notions of Interestingness}$ (OMNI). The insight is that we can utilize foundation models (FMs) as a model of interestingness (MoI), because they $\textit{already}$ internalize human concepts of interestingness from training on vast amounts of human-generated data, where humans naturally write about what they find interesting or boring. We show that FM-based MoIs improve open-ended learning by focusing on tasks that are both learnable $\textit{and interesting}$, outperforming baselines based on uniform task sampling or learning progress alone. This approach has the potential to dramatically advance the ability to intelligently select which tasks to focus on next (i.e., auto-curricula), and could be seen as AI selecting its own next task to learn, facilitating self-improving AI and AI-Generating Algorithms. Jenny Zhang, Joel Lehman, Kenneth O. Stanley, Jeff Clune |
ICLR | 3 |
| 2021 | Deep Innovation Protection: Confronting the Credit Assignment Problem in Training Heterogeneous Neural Architectures
Sebastian Risi, Kenneth O. Stanley |
AAAI | 2 |
| 2021 | Towards Consistent Predictive Confidence through Fitted EnsemblesabstractDeep neural networks are behind many of the recent successes in machine learning applications. However, these models can produce overconfident decisions while encountering out-of-distribution (OOD) examples or making a wrong prediction. This inconsistent predictive confidence limits the integration of independently-trained learning models into a larger system. This paper introduces separable concept learning framework to realistically measure the performance of classifiers in presence of OOD examples. In this setup, several instances of a classifier are trained on different parts of a partition of the set of classes. Later, the performance of the combination of these models is evaluated on a separate test set. Unlike current OOD detection techniques, this framework does not require auxiliary OOD datasets and does not separate classification from detection performance. Furthermore, we present a new strong baseline for more consistent predictive confidence in deep models, called fitted ensembles, where overconfident predictions are rectified by transformed versions of the original classification task. Fitted ensembles can naturally detect OOD examples without requiring auxiliary data by observing contradicting predictions among its components. Experiments on MNIST, SVHN, CIFAR-10/100, and ImageNet show fitted ensemble significantly outperform conventional ensembles on OOD examples and are possible to scale. Navid Kardan, Kenneth O. Stanley |
IJCNN | 3 |
| 2020 | Learning to Continually LearnabstractContinual lifelong learning requires an agent or model to learn many sequentially ordered tasks, building on previous knowledge without catastrophically forgetting it. Much work has gone towards preventing the default tendency of machine learning models to catastrophically forget, yet virtually all such work involves manually-designed solutions to the problem. We instead advocate meta-learning a solution to catastrophic forgetting, allowing AI to learn to continually learn. Inspired by neuromodulatory processes in the brain, we propose A Neuromodulated Meta-Learning Algorithm (ANML). It differentiates through a sequential learning process to meta-learn an activation-gating function that enables context-dependent selective activation within a deep neural network. Specifically, a neuromodulatory (NM) neural network gates the forward pass of another (otherwise normal) neural network called the prediction learning network (PLN). The NM network also thus indirectly controls selective plasticity (i.e. the backward pass of) the PLN. ANML enables continual learning without catastrophic forgetting at scale: it produces state-of-the-art continual learning performance, sequentially learning as many as 600 classes (over 9,000 SGD updates). Shawn L. E. Beaulieu, Lapo Frati, Thomas Miconi, Joel Lehman, Kenneth O. Stanley, Jeff Clune, Nicholas Cheney |
ECAI | 5 |
| 2020 | Diversity preservation in minimal criterion coevolution through resource limitationabstractMinimal Criterion Coevolution (MCC) is a recently-introduced algorithm that demonstrates how interactions between two populations, each subject to a simple reproductive constraint, can produce an open-ended search process. Unlike conventional quality diversity (QD) algorithms, which also promote divergence, MCC does not require an explicit characterization of behavior or a comparison of performance, thereby addressing bottlenecks introduced by an intrinsically-finite behavior descriptor and by an assessment of comparative quality. Genetic speciation, a common method of diversity preservation, maintains population diversity in MCC; however, it requires an unnatural explicit comparison of genetic similarity. In nature, organisms are implicitly segregated into niches that each have a carrying capacity dictated by the amount of available resources. To show that MCC can be simpler and more natural while still working effectively, this paper introduces a method of diversity preservation through resource limitation, thereby alleviating the need to formalize and compare genetic distance. Experimental results in a maze navigation domain demonstrate that resource limitation not only maintains higher population diversity in both the maze and agent populations, but also accelerates evolution by forcing individuals to explore new niches, thereby suggesting that resource limitation is an effective, simpler, and more natural alternative for diversity preservation in MCC. Jonathan C. Brant, Kenneth O. Stanley |
GECCO | 2 |
| 2020 | Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their SolutionsabstractCreating open-ended algorithms, which generate their own never-ending stream of novel and appropriately challenging learning opportunities, could help to automate and accelerate progress in machine learning. A recent step in this direction is the Paired Open-Ended Trailblazer (POET), an algorithm that generates and solves its own challenges, and allows solutions to goal-switch between challenges to avoid local optima. However, the original POET was unable to demonstrate its full creative potential because of limitations of the algorithm itself and because of external issues including a limited problem space and lack of a universal progress measure. Importantly, both limitations pose impediments not only for POET, but for the pursuit of open-endedness in general. Here we introduce and empirically validate two new innovations to the original algorithm, as well as two external innovations designed to help elucidate its full potential. Together, these four advances enable the most open-ended algorithmic demonstration to date. The algorithmic innovations are (1) a domain-general measure of how meaningfully novel new challenges are, enabling the system to potentially create and solve interesting challenges endlessly, and (2) an efficient heuristic for determining when agents should goal-switch from one problem to another (helping open-ended search better scale). Outside the algorithm itself, to enable a more definitive demonstration of open-endedness, we introduce (3) a novel, more flexible way to encode environmental challenges, and (4) a generic measure of the extent to which a system continues to exhibit open-ended innovation. Enhanced POET produces a diverse range of sophisticated behaviors that solve a wide range of environmental challenges, many of which cannot be solved through other means. Rui Wang 0052, Joel Lehman, Aditya Rawal, Jiale Zhi, Yulun Li, Jeff Clune, Kenneth O. Stanley |
ICML | 7 |
| 2020 | Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training DataabstractThis paper investigates the intriguing question of whether we can create learning algorithms that automatically generate training data, learning environments, and curricula in order to help AI agents rapidly learn. We show that such algorithms are possible via Generative Teaching Networks (GTNs), a general approach that is, in theory, applicable to supervised, unsupervised, and reinforcement learning, although our experiments only focus on the supervised case. GTNs are deep neural networks that generate data and/or training environments that a learner (e.g. a freshly initialized neural network) trains on for a few SGD steps before being tested on a target task. We then differentiate \emph{through the entire learning process} via meta-gradients to update the GTN parameters to improve performance on the target task. This paper introduces GTNs, discusses their potential, and showcases that they can substantially accelerate learning. We also demonstrate a practical and exciting application of GTNs: accelerating the evaluation of candidate architectures for neural architecture search (NAS). GTN-NAS improves the NAS state of the art, finding higher performing architectures when controlling for the search proposal mechanism. GTN-NAS also is competitive with the overall state of the art approaches, which achieve top performance while using orders of magnitude less computation than typical NAS methods. Speculating forward, GTNs may represent a first step toward the ambitious goal of algorithms that generate their own training data and, in doing so, open a variety of interesting new research questions and directions. Felipe Petroski Such, Aditya Rawal, Joel Lehman, Kenneth O. Stanley, Jeff Clune |
ICML | 4 |
| 2020 | The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research CommunitiesabstractEvolution provides a creative fount of complex and subtle adaptations that often surprise the scientists who discover them. However, the creativity of evolution is not limited to the natural world: Artificial organisms evolving in computational environments have also elicited surprise and wonder from the researchers studying them. The process of evolution is an algorithmic process that transcends the substrate in which it occurs. Indeed, many researchers in the field of digital evolution can provide examples of how their evolving algorithms and organisms have creatively subverted their expectations or intentions, exposed unrecognized bugs in their code, produced unexpectedly adaptations, or engaged in behaviors and outcomes, uncannily convergent with ones found in nature. Such stories routinely reveal surprise and creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. Bugs are fixed, experiments are refocused, and one-off surprises are collapsed into a single data point. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This article is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems. Joel Lehman, Jeff Clune, Dusan Misevic, Christoph Adami, Lee Altenberg, Julie Beaulieu, Peter J. Bentley, Samuel Bernard, Guillaume Beslon, David M. Bryson, Nicholas Cheney, Patryk Chrabaszcz, Antoine Cully, Stéphane Doncieux, Fred C. Dyer, Kai Olav Ellefsen, Robert Feldt, Stephan Fischer 0002, Stephanie Forrest, Antoine Frénoy, Christian Gagné 0001, Leni K. Le Goff, Laura M. Grabowski, Babak Hodjat, Frank Hutter, Laurent Keller, Carole Knibbe, Peter Krcah, Richard E. Lenski, Hod Lipson, Robert MacCurdy, Carlos Maestre, Risto Miikkulainen, Sara Mitri, David E. Moriarty, Jean-Baptiste Mouret, Anh Totti Nguyen, Charles Ofria, Marc Parizeau, David P. Parsons, Robert T. Pennock, William F. Punch, Thomas S. Ray, Marc Schoenauer, Eric Schulte, Karl Sims, Kenneth O. Stanley, François Taddei, Danesh Tarapore, Simon Thibault, Richard A. Watson, Westley Weimer, Jason Yosinski |
Artif. Life | 47 |
| 2019 | Benchmarking open-endedness in minimal criterion coevolutionabstractMinimal criterion coevolution (MCC) was recently introduced to show that a very simple criterion can lead to an open-ended expansion of two coevolving populations. Inspired by the simplicity of striving to survive and reproduce in nature, in MCC there are few of the usual mechanisms of quality diversity algorithms: no explicit novelty, no fitness function, and no local competition. While the idea that a simple minimal criterion could produce quality diversity on its own is provocative, its initial demonstration on mazes and maze solvers was limited because the size of the potential mazes was static, effectively capping the potential for complexity to increase. This paper overcomes this limitation to make two significant contributions to the field: (1) By introducing a completely novel maze encoding with higher-quality mazes that allow indefinite expansion in size and complexity, it offers for the first time a viable, computationally cheap domain for benchmarking open-ended algorithms, and (2) it leverages this new domain to show for the first time a succession of mazes that increase in size indefinitely while solutions continue to appear. With this initial result, a baseline is now established that can help researchers to begin to mark progress in the field systematically. Jonathan C. Brant, Kenneth O. Stanley |
GECCO | 2 |
| 2019 | Evolvability ES: scalable and direct optimization of evolvabilityabstractDesigning evolutionary algorithms capable of uncovering highly evolvable representations is an open challenge in evolutionary computation; such evolvability is important in practice, because it accelerates evolution and enables fast adaptation to changing circumstances. This paper introduces evolvability ES, an evolutionary algorithm designed to explicitly and efficiently optimize for evolvability, i.e. the ability to further adapt. The insight is that it is possible to derive a novel objective in the spirit of natural evolution strategies that maximizes the diversity of behaviors exhibited when an individual is subject to random mutations, and that efficiently scales with computation. Experiments in 2-D and 3-D locomotion tasks highlight the potential of evolvability ES to generate solutions with tens of thousands of parameters that can quickly be adapted to solve different tasks and that can productively seed further evolution. We further highlight a connection between evolvability in EC and a recent and popular gradient-based meta-learning algorithm called MAML; results show that evolvability ES can perform competitively with MAML and that it discovers solutions with distinct properties. The conclusion is that evolvability ES opens up novel research directions for studying and exploiting the potential of evolvable representations for deep neural networks. Alexander Gajewski, Jeff Clune, Kenneth O. Stanley, Joel Lehman |
GECCO | 3 |
| 2019 | Deep neuroevolution of recurrent and discrete world modelsabstractNeural architectures inspired by our own human cognitive system, such as the recently introduced world models, have been shown to outperform traditional deep reinforcement learning (RL) methods in a variety of different domains. Instead of the relatively simple architectures employed in most RL experiments, world models rely on multiple different neural components that are responsible for visual information processing, memory, and decision-making. However, so far the components of these models have to be trained separately and through a variety of specialized training methods. This paper demonstrates the surprising finding that models with the same precise parts can be instead efficiently trained end-to-end through a genetic algorithm (GA), reaching a comparable performance to the original world model by solving a challenging car racing task. An analysis of the evolved visual and memory system indicates that they include a similar effective representation to the system trained through gradient descent. Additionally, in contrast to gradient descent methods that struggle with discrete variables, GAs also work directly with such representations, opening up opportunities for classical planning in latent space. This paper adds additional evidence on the effectiveness of deep neuroevolution for tasks that require the intricate orchestration of multiple components in complex heterogeneous architectures. Sebastian Risi, Kenneth O. Stanley |
GECCO | 2 |
| 2019 | POET: open-ended coevolution of environments and their optimized solutionsabstractHow can progress in machine learning and reinforcement learning be automated to generate its own never-ending curriculum of challenges without human intervention? The recent emergence of quality diversity (QD) algorithms offers a glimpse of the potential for such continual open-ended invention. For example, novelty search showcases the benefits of explicit novelty pressure, MAP-Elites and Innovation Engines highlight the advantage of explicit elitism within niches in an otherwise divergent process, and minimal criterion coevolution (MCC) reveals that problems and solutions can coevolve divergently. The Paired Open-Ended Trailblazer (POET) algorithm introduced in this paper combines these principles to produce a practical approach to generating an endless progression of diverse and increasingly challenging environments while at the same time explicitly optimizing their solutions. An intriguing implication is the opportunity to transfer solutions among environments, reflecting the view that innovation is a circuitous and unpredictable process. POET is tested in a 2-D obstacles course domain, where it generates diverse and sophisticated behaviors that create and solve a wide range of environmental challenges, many of which cannot be solved by direct optimization, or by a direct-path curriculum-building control algorithm. We hope that POET will inspire a new push towards open-ended discovery across many domains. Rui Wang 0052, Joel Lehman, Jeff Clune, Kenneth O. Stanley |
GECCO | 4 |
| 2019 | Backpropamine: training self-modifying neural networks with differentiable neuromodulated plasticity
Thomas Miconi, Aditya Rawal, Jeff Clune, Kenneth O. Stanley |
ICLR (Poster) | 4 |
| 2019 | Open-Ended Evolution and Open-Endedness: Editorial Introduction to the Open-Ended Evolution I Special IssueabstractNature's spectacular inventiveness, reflected in the enormous diversity of form and function displayed by the biosphere, is a feature of life that distinguishes living most strongly from nonliving. It is, therefore, not surprising that this aspect of life should become a central focus of artificial life. We have known since Darwin that the diversity is produced dynamically, through the process of evolution; this has led life's creative productivity to be called Open-Ended Evolution (OEE) in the field. This article introduces the first of two special issues on current research on OEE and on the more general concept of open-endedness. Most of the papers presented in these special issues are elaborations of work presented at the Third Workshop on Open-Ended Evolution, held in Tokyo as part of the 2018 Conference on Artificial Life. Norman H. Packard, Mark A. Bedau, Alastair Channon, Takashi Ikegami, Steen Rasmussen, Kenneth O. Stanley, Timothy J. Taylor 0001 |
Artif. Life | 6 |
| 2019 | An Overview of Open-Ended Evolution: Editorial Introduction to the Open-Ended Evolution II Special IssueabstractNature's spectacular inventiveness, reflected in the enormous diversity of form and function displayed by the biosphere, is a feature of life that distinguishes living most strongly from nonliving. It is, therefore, not surprising that this aspect of life should become a central focus of artificial life. We have known since Darwin that the diversity is produced dynamically, through the process of evolution; this has led life's creative productivity to be called Open-Ended Evolution (OEE) in the field. This article introduces the second of two special issues on current research in OEE and provides an overview of the contents of both special issues. Most of the work was presented at a workshop on open-ended evolution that was held as a part of the 2018 Conference on Artificial Life in Tokyo, and much of it had antecedents in two previous workshops on open-ended evolution at artificial life conferences in Cancun and York. We present a simplified categorization of OEE and summarize progress in the field as represented by the articles in this special issue. Norman H. Packard, Mark A. Bedau, Alastair Channon, Takashi Ikegami, Steen Rasmussen, Kenneth O. Stanley, Timothy J. Taylor 0001 |
Artif. Life | 6 |
| 2019 | Why Open-Endedness MattersabstractRather than acting as a review or analysis of the field, this essay focuses squarely on the motivations for investigating open-endedness and the opportunities it opens up. It begins by contemplating the awesome accomplishments of evolution in nature and the profound implications if such a process could be ignited on a computer. Some of the milestones in our understanding so far are then discussed, finally closing by highlighting the grand challenge of formalizing open-endedness as a computational process that can be encoded as an algorithm. The main contribution is to articulate why open-endedness deserves a place alongside artificial intelligence as one of the great computational challenges, and opportunities, of our time. Kenneth O. Stanley |
Artif. Life | 1 |
| 2018 | Safe mutations for deep and recurrent neural networks through output gradientsabstractWhile neuroevolution (evolving neural networks) has been successful across a variety of domains from reinforcement learning, to artificial life, to evolutionary robotics, it is rarely applied to large, deep neural networks. A central reason is that while random mutation generally works in low dimensions, a random perturbation of thousands or millions of weights will likely break existing functionality. This paper proposes a solution: a family of safe mutation (SM) operators that facilitate exploration without dramatically altering network behavior or requiring additional interaction with the environment. The most effective SM variant scales the degree of mutation of each individual weight according to the sensitivity of the network's outputs to that weight, which requires computing the gradient of outputs with respect to the weights (instead of the gradient of error, as in conventional deep learning). This safe mutation through gradients (SM-G) operator dramatically increases the ability of a simple genetic algorithm-based neuroevolution method to find solutions in high-dimensional domains that require deep and/or recurrent neural networks, including domains that require processing raw pixels. By improving our ability to evolve deep neural networks, this new safer approach to mutation expands the scope of domains amenable to neuroevolution. Joel Lehman, Jay Chen, Jeff Clune, Kenneth O. Stanley |
GECCO | 4 |
| 2018 | ES is more than just a traditional finite-difference approximatorabstractAn evolution strategy (ES) variant based on a simplification of a natural evolution strategy recently attracted attention because it performs surprisingly well in challenging deep reinforcement learning domains. It searches for neural network parameters by generating perturbations to the current set of parameters, checking their performance, and moving in the aggregate direction of higher reward. Because it resembles a traditional finite-difference approximation of the reward gradient, it can naturally be confused with one. However, this ES optimizes for a different gradient than just reward: It optimizes for the average reward of the entire population, thereby seeking parameters that are robust to perturbation. This difference can channel ES into distinct areas of the search space relative to gradient descent, and also consequently to networks with distinct properties. This unique robustness-seeking property, and its consequences for optimization, are demonstrated in several domains. They include humanoid locomotion, where networks from policy gradient-based reinforcement learning are significantly less robust to parameter perturbation than ES-based policies solving the same task. While the implications of such robustness and robustness-seeking remain open to further study this work's main contribution is to highlight such differences and their potential importance. Joel Lehman, Jay Chen, Jeff Clune, Kenneth O. Stanley |
GECCO | 4 |
| 2018 | Differentiable plasticity: training plastic neural networks with backpropagationabstractHow can we build agents that keep learning from experience, quickly and efficiently, after their initial training? Here we take inspiration from the main mechanism of learning in biological brains: synaptic plasticity, carefully tuned by evolution to produce efficient lifelong learning. We show that plasticity, just like connection weights, can be optimized by gradient descent in large (millions of parameters) recurrent networks with Hebbian plastic connections. First, recurrent plastic networks with more than two million parameters can be trained to memorize and reconstruct sets of novel, high-dimensional (1000+ pixels) natural images not seen during training. Crucially, traditional non-plastic recurrent networks fail to solve this task. Furthermore, trained plastic networks can also solve generic meta-learning tasks such as the Omniglot task, with competitive results and little parameter overhead. Finally, in reinforcement learning settings, plastic networks outperform non-plastic equivalent in a maze exploration task. We conclude that differentiable plasticity may provide a powerful novel approach to the learning-to-learn problem. Thomas Miconi, Kenneth O. Stanley, Jeff Clune |
ICML | 2 |
| 2018 | Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking AgentsabstractEvolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES. Edoardo Conti, Vashisht Madhavan, Felipe Petroski Such, Joel Lehman, Kenneth O. Stanley, Jeff Clune |
NeurIPS | 5 |
| 2018 | The Emergence of Canalization and Evolvability in an Open-Ended, Interactive Evolutionary SystemabstractMany believe that an essential component for the discovery of the tremendous diversity in natural organisms was the evolution of evolvability, whereby evolution speeds up its ability to innovate by generating a more adaptive pool of offspring. One hypothesized mechanism for evolvability is developmental canalization, wherein certain dimensions of variation become more likely to be traversed and others are prevented from being explored (e.g., offspring tend to have similar-size legs, and mutations affect the length of both legs, not each leg individually). While ubiquitous in nature, canalization is rarely reported in computational simulations of evolution, which deprives us of in silico examples of canalization to study and raises the question of which conditions give rise to this form of evolvability. Answering this question would shed light on why such evolvability emerged naturally, and it could accelerate engineering efforts to harness evolution to solve important engineering challenges. In this article, we reveal a unique system in which canalization did emerge in computational evolution. We document that genomes entrench certain dimensions of variation that were frequently explored during their evolutionary history. The genetic representation of these organisms also evolved to be more modular and hierarchical than expected by chance, and we show that these organizational properties correlate with increased fitness. Interestingly, the type of computational evolutionary experiment that produced this evolvability was very different from traditional digital evolution in that there was no objective, suggesting that open-ended, divergent evolutionary processes may be necessary for the evolution of evolvability. Joost Huizinga, Kenneth O. Stanley, Jeff Clune |
Artif. Life | 2 |
| 2018 | Born to learn: The inspiration, progress, and future of evolved plastic artificial neural networks
Andrea Soltoggio, Kenneth O. Stanley, Sebastian Risi |
Neural Networks | 2 |
| 2017 | Minimal criterion coevolution: a new approach to open-ended searchabstractRecent studies have emphasized the merits of search processes that lack overarching objectives, instead promoting divergence by rewarding behavioral novelty. While this less objective search paradigm is more open-ended and divergent, it still differs significantly from nature's mechanism of divergence. Rather than measuring novelty explicitly nature is guided by a single, fundamental constraint: survive long enough to reproduce. Surprisingly, this simple constraint produces both complexity and diversity in a continual process unparalleled by any algorithm to date. Inspired by the relative simplicity of open-endedness in nature in comparison to recent non-objective algorithms, this paper investigates the extent to which interactions between two coevolving populations, both subject to their own constraint, or minimal criterion, can produce results that are both functional and diverse even without any behavior characterization or novelty archive. To test this new approach, a novel maze navigation domain is introduced wherein evolved agents must learn to navigate mazes whose structures are simultaneously coevolving and increasing in complexity. The result is a broad range of maze topologies and successful agent trajectories in a single run, thereby suggesting the viability of minimal criterion coevolution as a new approach to non-objective search and a step towards genuinely open-ended algorithms. Jonathan C. Brant, Kenneth O. Stanley |
GECCO | 2 |
| 2017 | Mitigating fooling with competitive overcomplete output layer neural networksabstractAlthough the introduction of deep learning has led to significant performance improvements in many machine learning applications, several recent studies have revealed that deep feedforward models are easily fooled. Fooling in effect results from overgeneralization of neural networks over regions far from the training data. To circumvent this problem this paper proposes a novel elaboration of standard neural network architectures called the competitive overcomplete output layer (COOL) neural network. Experiments demonstrate the effectiveness of COOL by visualizing the behavior of COOL networks in a low-dimensional artificial classification problem and by applying it to a high-dimensional vision domain (MNIST). Navid Kardan, Kenneth O. Stanley |
IJCNN | 2 |
| 2016 | How the Strictness of the Minimal Criterion Impacts Open-Ended EvolutionabstractBecause the kind of open-ended complexity explosion seen on Earth remains beyond the observed dynamics of current artificial life worlds, it has become critical to isolate and investigate specific ... Kenneth O. Stanley, Nicholas Cheney, Lisa B. Soros |
ALIFE | 1 |
| 2016 | Fully Autonomous Real-Time Autoencoder-Augmented Hebbian Learning through the Collection of Novel Experiences
Kenneth O. Stanley, Justin K. Pugh, Joshua Bowren |
ALIFE | 1 |
| 2016 | Simple Evolutionary Optimization Can Rival Stochastic Gradient Descent in Neural NetworksabstractWhile evolutionary algorithms (EAs) have long offered an alternative approach to optimization, in recent years backpropagation through stochastic gradient descent (SGD) has come to dominate the fields of neural network optimization and deep learning. One hypothesis for the absence of EAs in deep learning is that modern neural networks have become so high dimensional that evolution with its inexact gradient cannot match the exact gradient calculations of backpropagation. Furthermore, the evaluation of a single individual in evolution on the big data sets now prevalent in deep learning would present a prohibitive obstacle towards efficient optimization. This paper challenges these views, suggesting that EAs can be made to run significantly faster than previously thought by evaluating individuals only on a small number of training examples per generation. Surprisingly, using this approach with only a simple EA (called the limited evaluation EA or LEEA) is competitive with the performance of the state-of-the-art SGD variant RMSProp on several benchmarks with neural networks with over 1,000 weights. More investigation is warranted, but these initial results suggest the possibility that EAs could be the first viable training alternative for deep learning outside of SGD, thereby opening up deep learning to all the tools of evolutionary computation. Gregory Morse, Kenneth O. Stanley |
GECCO | 2 |
| 2016 | Searching for Quality Diversity When Diversity is Unaligned with Quality
Justin K. Pugh, Lisa B. Soros, Kenneth O. Stanley |
PPSN | 3 |
| 2016 | WebAL Comes of Age: A Review of the First 21 Years of Artificial Life on the WebabstractWe present a survey of the first 21 years of web-based artificial life (WebAL) research and applications, broadly construed to include the many different ways in which artificial life and web technologies might intersect. Our survey covers the period from 1994-when the first WebAL work appeared-up to the present day, together with a brief discussion of relevant precursors. We examine recent projects, from 2010-2015, in greater detail in order to highlight the current state of the art. We follow the survey with a discussion of common themes and methodologies that can be observed in recent work and identify a number of likely directions for future work in this exciting area. Timothy J. Taylor 0001, Joshua Evan Auerbach, Josh C. Bongard, Jeff Clune, Simon J. Hickinbotham, Charles Ofria, Mizuki Oka, Sebastian Risi, Kenneth O. Stanley, Jason Yosinski |
Artif. Life | 9 |
| 2016 | Open-Ended Evolution: Perspectives from the OEE Workshop in YorkabstractWe describe the content and outcomes of the First Workshop on Open-Ended Evolution: Recent Progress and Future Milestones (OEE1), held during the ECAL 2015 conference at the University of York, UK, in July 2015. We briefly summarize the content of the workshop's talks, and identify the main themes that emerged from the open discussions. Two important conclusions from the discussions are: (1) the idea of pluralism about OEE-it seems clear that there is more than one interesting and important kind of OEE; and (2) the importance of distinguishing observable behavioral hallmarks of systems undergoing OEE from hypothesized underlying mechanisms that explain why a system exhibits those hallmarks. We summarize the different hallmarks and mechanisms discussed during the workshop, and list the specific systems that were highlighted with respect to particular hallmarks and mechanisms. We conclude by identifying some of the most important open research questions about OEE that are apparent in light of the discussions. The York workshop provides a foundation for a follow-up OEE2 workshop taking place at the ALIFE XV conference in Cancún, Mexico, in July 2016. Additional materials from the York workshop, including talk abstracts, presentation slides, and videos of each talk, are available at http://alife.org/ws/oee1 . Timothy J. Taylor 0001, Mark A. Bedau, Alastair Channon, David H. Ackley, Wolfgang Banzhaf, Guillaume Beslon, Emily L. Dolson, Tom Froese, Simon J. Hickinbotham, Takashi Ikegami, Barry McMullin, Norman H. Packard, Steen Rasmussen, Nathaniel Virgo, Eran Agmon, Edward Clark, Simon McGregor, Charles Ofria, Glen E. P. Ropella, Lee Spector, Kenneth O. Stanley, Adam Stanton, Christopher Steven Timperley, Anya E. Vostinar, Michael J. Wiser |
Artif. Life | 21 |
| 2016 | Petalz: Search-Based Procedural Content Generation for the Casual GamerabstractThe impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can: 1) trade their discoveries in a global marketplace; 2) respond to an incentive system that awards diversity; and 3) generate real-world 3-D replicas of their evolved flowers. With over 1900 registered online users and 38 646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming. Sebastian Risi, Joel Lehman, David B. D'Ambrosio, Ryan Hall, Kenneth O. Stanley |
IEEE Trans. Comput. Intell. AI Games | 5 |
| 2015 | Unsupervised Feature Learning through Divergent Discriminative Feature AccumulationabstractUnlike unsupervised approaches such as autoencoders that learn to reconstruct their inputs, this paper introduces an alternative approach to unsupervised feature learning called divergent discriminative feature accumulation (DDFA) that instead continually accumulates features that make novel discriminations among the training set. Thus DDFA features are inherently discriminative from the start even though they are trained without knowledge of the ultimate classification problem. Interestingly, DDFA also continues to add new features indefinitely (so it does not depend on a hidden layer size), is not based on minimizing error, and is inherently divergent instead of convergent, thereby providing a unique direction of research for unsupervised feature learning. In this paper the quality of its learned features is demonstrated on the MNIST dataset, where its performance confirms that indeed DDFA is a viable technique for learning useful features. Paul A. Szerlip, Gregory Morse, Justin K. Pugh, Kenneth O. Stanley |
AAAI | 4 |
| 2015 | Confronting the Challenge of Quality DiversityabstractIn contrast to the conventional role of evolution in evolutionary computation (EC) as an optimization algorithm, a new class of evolutionary algorithms has emerged in recent years that instead aim to accumulate as diverse a collection of discoveries as possible, yet where each variant in the collection is as fit as it can be. Often applied in both neuroevolution and morphological evolution, these new quality diversity (QD) algorithms are particularly well-suited to evolution's inherent strengths, thereby offering a promising niche for EC within the broader field of machine learning. However, because QD algorithms are so new, until now no comprehensive study has yet attempted to systematically elucidate their relative strengths and weaknesses under different conditions. Taking a first step in this direction, this paper introduces a new benchmark domain designed specifically to compare and contrast QD algorithms. It then shows how the degree of alignment between the measure of quality and the behavior characterization (which is an essential component of all QD algorithms to date) impacts the ultimate performance of different such algorithms. The hope is that this initial study will help to stimulate interest in QD and begin to unify the disparate ideas in the area. Justin K. Pugh, Lisa B. Soros, Paul A. Szerlip, Kenneth O. Stanley |
GECCO | 4 |
| 2015 | Investigating Biological Assumptions through Radical ReimplementationabstractAn important goal in both artificial life and biology is uncovering the most general principles underlying life, which might catalyze both our understanding of life and engineering lifelike machines. While many such general principles have been hypothesized, conclusively testing them is difficult because life on Earth provides only a singular example from which to infer. To circumvent this limitation, this article formalizes an approach called radical reimplementation. The idea is to investigate an abstract biological hypothesis by intentionally reimplementing its main principles to diverge maximally from existing natural examples. If the reimplementation successfully exhibits properties resembling biology, it may support the underlying hypothesis better than an alternative example inspired more directly by nature. The approach thereby provides a principled alternative to a common tradition of defending and minimizing deviations from nature in artificial life. This work reviews examples that can be interpreted through the lens of radical reimplementation to yield potential insights into biology despite having purposely unnatural experimental setups. In this way, radical reimplementation can help renew the relevance of computational systems for investigating biological theory and can act as a practical philosophical tool to help separate the fundamental features of terrestrial biology from the epiphenomenal. Joel Lehman, Kenneth O. Stanley |
Artif. Life | 2 |
| 2015 | Indirectly Encoding Running and Jumping Sodarace Creatures for Artificial LifeabstractThis article presents a lightweight platform for evolving two-dimensional artificial creatures. The aim of providing such a platform is to reduce the barrier to entry for researchers interested in evolving creatures for artificial life experiments. In effect the novel platform, which is inspired by the Sodarace construction set, makes it easy to set up creative scenarios that test the abilities of Sodarace-like creatures made of masses and springs. In this way it allows the researcher to focus on evolutionary algorithms and dynamics. The new indirectly encoded Sodarace (IESoR) system introduced in this article extends the original Sodarace by enabling the evolution of significantly more complex and regular creature morphologies. These morphologies are themselves encoded by compositional pattern-producing networks (CPPNs), an indirect encoding previously shown effective at encoding regularities and symmetries in structure. The capability of this lightweight system to facilitate research in artificial life is then demonstrated through both walking and jumping domains, in which IESoR discovers a wide breadth of strategies through novelty search with local competition. Paul A. Szerlip, Kenneth O. Stanley |
Artif. Life | 2 |
| 2015 | Integrated Approach to Personalized Procedural Map Generation Using Evolutionary AlgorithmsabstractIn this paper, we propose the strategy of integrating multiple evolutionary processes for personalized procedural content generation (PCG). In this vein, we provide a concrete solution that personalizes game maps in a top-down action-shooter game to suit an individual player's preferences. The need for personalized PCG is steadily growing as the player market diversifies, making it more difficult to design a game that will accommodate a broad range of preferences and skills. In the solution presented here, the geometry of the map and the density of content within that geometry are represented and generated in distinct evolutionary processes, with the player's preferences being captured and utilized through a combination of interactive evolution and a player model formulated as a recommender system. All these components were implemented into a test bed game and experimented on through an unsupervised public experiment. The solution is examined against a plausible random baseline that is comparable to random map generators that have been implemented by independent game developers. Results indicate that the system as a whole is receiving better ratings, that the geometry and content evolutionary processes are exploring more of the solution space, and that the mean prediction accuracy of the player preference models is equivalent to that of existing recommender system literature. Furthermore, we discuss how each of the individual solutions can be used with other game genres and content types. William L. Raffe, Fabio Zambetta, Xiaodong Li 0001, Kenneth O. Stanley |
IEEE Trans. Comput. Intell. AI Games | 4 |
| 2014 | Real-time Hebbian Learning from Autoencoder Features for Control TasksabstractNeural plasticity and in particular Hebbian learning play an important role in many research areas related to artficial life. By allowing artificial neural networks (ANNs) to adjust their weights in real time, Hebbian ANNs can adapt over their lifetime. However, even as researchers improve and extend Hebbian learning, a fundamental limitation of such systems is that they learn correlations between preexisting static fea-tures and network outputs. A Hebbian ANN could in principle achieve significantly more if it could accumulate new features over its lifetime from which to learn correlations. Interest-ingly, autoencoders, which have recently gained prominence in deep learning, are themselves in effect a kind of feature accumulator that extract meaningful features from their in-puts. The insight in this paper is that if an autoencoder is connected to a Hebbian learning layer, then the resulting Real-time Autoencoder-Augmented Hebbian Network (RAAHN) can actually learn new features (with the autoencoder) while si-multaneously learning control policies from those new features (with the Hebbian layer) in real time as an agent experiences its environment. In this paper, the RAAHN is shown in a simu-lated robot maze navigation experiment to enable a controller to learn the perfect navigation strategy significantly more of-ten than several Hebbian-based variant approaches that lack the autoencoder. In the long run, this approach opens up the intriguing possibility of real-time deep learning for control. Justin K. Pugh, Andrea Soltoggio, Kenneth O. Stanley |
ALIFE | 3 |
| 2014 | Identifying Necessary Conditions for Open-Ended Evolution through the Artificial Life World of Chromaria
Lisa B. Soros, Kenneth O. Stanley |
ALIFE | 2 |
| 2014 | Steps Toward a Modular Library for Turning Any Evolutionary Domain into an Online Interactive PlatformabstractNatural evolution inspires the fields of evolutionary computation (EC) and artificial life (ALife). A prominent feature of natural evolution is that it effectively never ends. However, most EC and ALife experiments are only run for several days or weeks at a time. Once an experiment concludes, reproducing, observing, or extending the results often requires considerable effort. In contrast, some Collaborative Interactive Evolution (CIE) systems, e.g. Picbreeder, were designed to preserve results as potential stepping stones to build upon later while taking advantage of human insight to solve challenging problems. Traditionally, building long-running and open experiments similar to Picbreeder presents a complex and timeconsuming software challenge. To reduce this challenge and thereby remove the barrier to situating almost any experiment within an interactive online framework, this paper presents the initial prototype for Worldwide Infrastructure for Neuroevolution (WIN). Built in the model of Picbreeder, WIN is a modular library for significantly reducing the complexity of creating fully persistent, online, and interactive evolutionary platforms for any new or existing domain. WIN Online, the public interface for WIN, provides an online collection of domains built with WIN that lets novice and expert users browse and meaningfully contribute to ongoing experiments. Two example experiments in this paper demonstrate WIN’s potential to quickly bootstrap any evolutionary domain with online and interactive capabilities. Paul A. Szerlip, Kenneth O. Stanley |
ALIFE | 2 |
| 2014 | Directional communication in evolved multiagent teamsabstractThe question of how to best design a communication architecture is becoming increasingly important for evolving autonomous multiagent systems. Directional reception of signals, a design feature of communication that appears in most animals, is present in only some existing artificial communication systems. This paper hypothesizes that such directional reception benefits the evolution of communicating autonomous agents because it simplifies the language required to express positional information, which is critical to solving many group coordination tasks. This hypothesis is tested by comparing the evolutionary performance of several alternative communication architectures (both directional and non-directional) in a multiagent foraging domain designed to require a basic "come here" type of signal for the optimal solution. Results confirm that directional reception is a key ingredient in the evolutionary tractability of effective communication. Furthermore, the real world viability of directional reception is demonstrated through the successful transfer of the best evolved controllers to real robots. The conclusion is that directional reception is important to consider when designing communication architectures for more complicated tasks in the future. Justin K. Pugh, Skyler Goodell, Kenneth O. Stanley |
GECCO | 3 |
| 2014 | Guided self-organization in indirectly encoded and evolving topographic mapsabstractAn important phenomenon seen in many areas of biological brains and recently in deep learning architectures is a process known as self-organization. For example, in the primary visual cortex, color and orientation maps develop based on lateral inhibitory connectivity patterns and Hebbian learning dynamics. These topographic maps, which are found in all sensory systems, are thought to be a key factor in enabling abstract cognitive representations. This paper shows for the first time that the Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) method can be seeded to begin evolution with such lateral connectivity, enabling genuine self-organizing dynamics. The proposed approach draws on HyperNEAT's ability to generate a pattern of weights across the connectivity of an artificial neural network (ANN) based on a function of its geometry. Validating this approach, the afferent weights of an ANN self-organize in this paper to form a genuine topographic map of the input space for a simple line orientation task. Most interestingly, this seed can then be evolved further, providing a method to guide the self-organization of weights in a specific way, much as evolution likely guided the self-organizing trajectories of biological brains. Sebastian Risi, Kenneth O. Stanley |
GECCO | 2 |
| 2014 | A novel human-computer collaboration: combining novelty search with interactive evolutionabstractRecent work on novelty and behavioral diversity in evolutionary computation has highlighted the potential disadvantage of driving search purely through objective means. This paper suggests that leveraging human insight during search can complement such novelty-driven approaches. In particular, a new approach called novelty-assisted interactive evolutionary computation (NA-IEC) combines human intuition with novelty search to facilitate the serendipitous discovery of agent behaviors in a deceptive maze. In this approach, the human user directs evolution by selecting what is interesting from the on-screen population of behaviors. However, unlike in typical IEC, the user can now request that the next generation be filled with novel descendants. The experimental results demonstrate that combining human insight with novelty search not only finds solutions significantly faster and at lower genomic complexities than fully-automated processes guided purely by fitness or novelty, but it also finds solutions faster than the traditional IEC approach. Such results add to the evidence that combining human users and automated processes creates a synergistic effect in the search for solutions. Brian G. Woolley, Kenneth O. Stanley |
GECCO | 2 |
| 2013 | Effective diversity maintenance in deceptive domainsabstractDiversity maintenance techniques in evolutionary computation are designed to mitigate the problem of deceptive local optima by encouraging exploration. However, as problems become more difficult, the heuristic of fitness may become increasingly uninformative. Thus, simply encouraging genotypic diversity may fail to much increase the likelihood of evolving a solution. In such cases, diversity needs to be directed towards potentially useful structures. A representative example of such a search process is novelty search, which builds diversity by rewarding behavioral novelty. In this paper the effectiveness of fitness, novelty, and diversity maintenance objectives are compared in two evolutionary robotics domains. In a biped locomotion domain, genotypic diversity maintenance helps evolve biped control policies that travel farther before falling. However, the best method is to optimize a fitness objective and a behavioral novelty objective together. In the more deceptive maze navigation domain, diversity maintenance is ineffective while a novelty objective still increases performance. The conclusion is that while genotypic diversity maintenance works in well-posed domains, a method more directed by phenotypic information, like novelty search, is necessary for highly deceptive ones. Joel Lehman, Kenneth O. Stanley, Risto Miikkulainen |
GECCO | 2 |
| 2013 | Single-unit pattern generators for quadruped locomotionabstractLegged robots can potentially venture beyond the limits of wheeled vehicles. While creating controllers for such robots by hand is possible, evolutionary algorithms are an alternative that can reduce the burden of hand-crafting robotic controllers. Although major evolutionary approaches to legged locomotion can generate oscillations through popular techniques such as continuous time recurrent neural networks (CTRNNs) or sinusoidal input, they typically face a challenge in maintaining long-term stability. The aim of this paper is to address this challenge by introducing an effective alternative based on a new type of neuron called a single-unit pattern generator (SUPG). The SUPG, which is indirectly encoded by a compositional pattern producing network (CPPN) evolved by HyperNEAT, produces a flexible temporal activation pattern that can be reset and repeated at any time through an explicit trigger input, thereby allowing it to dynamically recalibrate over time to maintain stability. The SUPG approach, which is compared to CTRNNs and sinusoidal input, is shown to produce natural-looking gaits that exhibit superior stability over time, thereby providing a new alternative for evolving oscillatory locomotion. Gregory Morse, Sebastian Risi, Charles R. Snyder, Kenneth O. Stanley |
GECCO | 4 |
| 2013 | Evolving multimodal controllers with HyperNEATabstractNatural brains effectively integrate multiple sensory modalities and act upon the world through multiple effector types. As researchers strive to evolve more sophisticated neural controllers, confronting the challenge of multimodality is becoming increasingly important. As a solution, this paper presents a principled new approach to exploiting indirect encoding to incorporate multimodality based on the HyperNEAT generative neuroevolution algorithm called the multi-spatial substrate (MSS). The main idea is to place each input and output modality on its own independent plane. That way, the spatial separation of such groupings provides HyperNEAT an a priori hint on which neurons are associated with which that can be exploited from the start of evolution. To validate this approach, the MSS is compared with more conventional approaches to HyperNEAT substrate design in a multiagent domain featuring three input and two output modalities. The new approach both significantly outperforms conventional approaches and reduces the creative burden on the user to design the layout of the substrate, thereby opening formerly prohibitive multimodal problems to neuroevolution. Justin K. Pugh, Kenneth O. Stanley |
GECCO | 2 |
| 2013 | Confronting the challenge of learning a flexible neural controller for a diversity of morphologiesabstractThe ambulatory capabilities of legged robots offer the potential for access to dangerous and uneven terrain without a risk to human life. However, while machine learning has proven effective at training such robots to walk, a significant limitation of such approaches is that controllers trained for a specific robot are likely to fail when transferred to a robot with a slightly different morphology. This paper confronts this challenge with a novel strategy: Instead of training a controller for a particular quadruped morphology, it evolves a special function (through a method called HyperNEAT) that takes morphology as input and outputs an entire neural network controller fitted to the specific morphology. Once such a relationship is learned the output controllers are able to work on a diversity of different morphologies. Highlighting the unique potential of such an approach, in this paper a neural controller evolved for three different robot morphologies, which differ in the length of their legs, can interpolate to never-seen intermediate morphologies without any further training. Thus this work suggests a new research path towards learning controllers for whole ranges of morphologies: Instead of learning controllers themselves, it is possible to learn the relationship between morphology and control. Sebastian Risi, Kenneth O. Stanley |
GECCO | 2 |
| 2013 | Implications from Music Generation for Music Appreciation
Amy K. Hoover, Paul A. Szerlip, Kenneth O. Stanley |
ICCC | 3 |
| 2013 | NeuroEvolutionary meta-optimizationabstractThis paper introduces a meta-optimization algorithm called NeuroEvolutionary Meta-Optimization (NEMO) that evolves an algorithm targeted at optimizing only within a specific problem class. More specifically, a form of neural network is evolved that acts as the controller of a kind of optimization algorithm that can potentially exploit problem class-specific structure. NEMO is demonstrated on several benchmark problems that confirm its ability to succeed on problems within the class on which it is trained. The key implication is that it is indeed possible to evolve this kind of meta-optimizer with a neural network-like structure, opening up a promising research direction in automatically evolving such class-specific optimizers. Kenneth O. Stanley |
IJCNN | 2 |
| 2012 | Rewarding Reactivity to Evolve Robust Controllers without Multiple Trials or NoiseabstractBehaviors evolved in simulation are often not robust to variations of their original training environment. Thus often researchers must train explicitly to encourage such robustness. Traditional methods of training for robustness typically apply multiple non-deterministic evaluations with carefully modeled noisy distributions for sensors and effectors. In practice, such training is often computationally expensive and requires crafting accurate models. Taking inspiration from nature, where animals react appropriately to encountered stimuli, this paper introduces a measure called reactivity, i.e. the tendency to seek and react to changes in environmental input, that is applicable in single deterministic trials and can encourage robustness without exposure to noise. The measure is tested in four different maze navigation tasks, where training with reactivity proves more robust than training without noise, and equally or more robust than training with noise when testing with moderate noise levels. In this way, the results demonstrate the counterintuitive fact that sometimes training with no exposure to noise at all can evolve individuals significantly more robust to noise than by explicitly training with noise. The conclusion is that training for reactivity may often be a computationally more efficient means to encouraging robustness in evolved behaviors. © 2012 Massachusetts Institute of Technology. Joel Lehman, Sebastian Risi, David B. D'Ambrosio, Kenneth O. Stanley |
ALIFE | 4 |
| 2012 | Beyond Open-endedness: Quantifying ImpressivenessabstractThis paper seeks to illuminate and quantify a feature of natural evolution that correlates to our sense of its intuitive greatness: Natural evolution evolves impressive artifacts.Within artificial life, abstractions aiming to capture what makes natural evolution so powerful often focus on the idea of openendedness, which relates to boundless diversity, complexity, or adaptation.However, creative systems that have passed tests of open-endedness raise the possibility that openendedness does not always correlate to impressiveness in artificial life simulations.In other words, while natural evolution is both open-ended and demonstrates a drive towards evolving impressive artifacts, it may be a mistake to assume the two properties are always linked.Thus to begin to investigate impressiveness independently in artificial systems, a novel definition is proposed: Impressive artifacts readily exhibit significant design effort.That is, the difficulty of creating them is easy to recognize.Two heuristics, rarity and re-creation effort, are derived from this definition and applied to the products of an open-ended image evolution system.An important result is that that the heuristics intuitively separate different reward schemes and provide evidence for why each evolved picture is or is not impressive.The conclusion is that impressiveness may help to distinguish open-ended systems and their products, and potentially untangles an aspect of natural evolution's mystique that is masked by its co-occurrence with open-endedness. Joel Lehman, Kenneth O. Stanley |
ALIFE | 2 |
| 2012 | Generating a Complete Multipart Musical Composition from a Single Monophonic Melody with Functional Scaffolding
Amy K. Hoover, Paul A. Szerlip, Marie E. Norton, Trevor A. Brindle, Zachary Merritt, Kenneth O. Stanley |
ICCC | 6 |
| 2012 | A unified approach to evolving plasticity and neural geometryabstractAn ambitious long-term goal for neuroevolution, which studies how artificial evolutionary processes can be driven to produce brain-like structures, is to evolve neurocontrollers with a high density of neurons and connections that can adapt and learn from past experience. Yet while neuroevolution has produced successful results in a variety of domains, the scale of natural brains remains far beyond reach. This paper unifies a set of advanced neuroevolution techniques into a new method called adaptive evolvable-substrate HyperNEAT, which is a step toward more biologically-plausible artificial neural networks (ANNs). The combined approach is able to fully determine the geometry, density, and plasticity of an evolving neuromodulated ANN. These complementary capabilities are demonstrated in a maze-learning task based on similar experiments with animals. The most interesting aspect of this investigation is that the emergent neural structures are beginning to acquire more natural properties, which means that neuroevolution can begin to pose new problems and answer deeper questions about how brains evolved that are ultimately relevant to the field of AI as a whole. Sebastian Risi, Kenneth O. Stanley |
IJCNN | 2 |
| 2012 | An Enhanced Hypercube-Based Encoding for Evolving the Placement, Density, and Connectivity of NeuronsabstractIntelligence in nature is the product of living brains, which are themselves the product of natural evolution. Although researchers in the field of neuroevolution (NE) attempt to recapitulate this process, artificial neural networks (ANNs) so far evolved through NE algorithms do not match the distinctive capabilities of biological brains. The recently introduced hypercube-based neuroevolution of augmenting topologies (HyperNEAT) approach narrowed this gap by demonstrating that the pattern of weights across the connectivity of an ANN can be generated as a function of its geometry, thereby allowing large ANNs to be evolved for high-dimensional problems. Yet the positions and number of the neurons connected through this approach must be decided a priori by the user and, unlike in living brains, cannot change during evolution. Evolvable-substrate HyperNEAT (ES-HyperNEAT), introduced in this article, addresses this limitation by automatically deducing the node geometry from implicit information in the pattern of weights encoded by HyperNEAT, thereby avoiding the need to evolve explicit placement. This approach not only can evolve the location of every neuron in the network, but also can represent regions of varying density, which means resolution can increase holistically over evolution. ES-HyperNEAT is demonstrated through multi-task, maze navigation, and modular retina domains, revealing that the ANNs generated by this new approach assume natural properties such as neural topography and geometric regularity. Also importantly, ES-HyperNEAT's compact indirect encoding can be seeded to begin with a bias toward a desired class of ANN topographies, which facilitates the evolutionary search. The main conclusion is that ES-HyperNEAT significantly expands the scope of neural structures that evolution can discover. Sebastian Risi, Kenneth O. Stanley |
Artif. Life | 2 |
| 2012 | From modulated Hebbian plasticity to simple behavior learning through noise and weight saturation
Andrea Soltoggio, Kenneth O. Stanley |
Neural Networks | 2 |
| 2011 | Improving evolvability through novelty search and self-adaptationabstractA challenge for current evolutionary algorithms is to yield highly evolvable representations like those in nature. Such evolvability in natural evolution is encouraged through selection: Lineages better at molding to new niches are less susceptible to extinction. Similar selection pressure is not generally present in evolutionary algorithms; however, the first hypothesis in this paper is that novelty search, a recent evolutionary technique, also selects for evolvability because it rewards lineages able to continually radiate new behaviors. Results in experiments in a maze-navigation domain in this paper support that novelty search finds more evolvable representations than regular fitness-based search. However, though novelty search outperforms fitness-based search in a second biped locomotion experiment, it proves no more evolvable than fitness-based search because delicately balanced behaviors are more fragile in that domain. The second hypothesis is that such fragility can be mitigated through self-adaption, whereby genomes influence their own reproduction. Further experiments in fragile domains with novelty search and self-adaption indeed demonstrate increased evolvability, while, interestingly, adding self-adaptation to fitness-based search decreases evolvability. Thus, selecting for novelty may often facilitate evolvability when representations are not overly fragile; furthermore, achieving the potential of self-adaptation may often critically depend upon the reward scheme driving evolution. Joel Lehman, Kenneth O. Stanley |
IEEE Congress on Evolutionary Computation | 2 |
| 2011 | Evolving neural networks for geometric game-tree pruningabstractAbstract Game-tree search is the engine behind many computer game opponents. Traditional game-tree search algorithms decide which move to make based on simulating actions, evaluating future board states, and then applying the evaluations to estimate optimal play by all players. Yet the limiting factor of such algorithms is that the search space increases exponentially with the number of actions taken (i.e. the depth of the search). More recent research in game-tree search has revealed that even more important than evaluating future board states is effective pruning of the search space. Accordingly, this paper discusses Geometric Game-Tree Pruning (GGTP), a novel evolutionary method that learns to prune game trees based on geometric properties of the game board. The experiment compares Cake, a minimax-based game-tree search algorithm, with HyperNEAT-Cake, the original Cake algorithm combined with an indirectly encoded, evolved GGTP algorithm. The results show that HyperNEAT-Cake wins significantly more games than regular Cake playing against itself. Jason Gauci, Kenneth O. Stanley |
GECCO | 2 |
| 2011 | Interactively evolving harmonies through functional scaffoldingabstractWhile the real-time focus of today's automated accompaniment generators can benefit instrumentalists and vocalists in their practice, improvisation, or performance, an opportunity remains specifically to assist novice composers. This paper introduces a novel such approach based on evolutionary computation called functional scaffolding for musical composition (FSMC), which helps the user explore potential accompaniments for existing musical pieces, or scaffolds. The key idea is to produce accompaniment as a function of the scaffold, thereby inheriting from its inherent style and texture. To implement this idea, accompaniments are represented by a special type of neural network called a compositional pattern producing network (CPPN), which produces harmonies by elaborating on and exploiting regularities in pitches and rhythms found in the scaffold. This paper focuses on how inexperienced composers can personalize accompaniments by first choosing any MIDI scaffold, then selecting which parts (e.g. the piano, guitar, or bass guitar) the CPPN can hear, and finally customizing and refining the computer-generated accompaniment through an interactive process of selection and mutation of CPPNs called interactive evolutionary computation (IEC). The potential of this approach is demonstrated by following the evolution of a specific accompaniment and studying whether listeners appreciate the results. Amy K. Hoover, Paul A. Szerlip, Kenneth O. Stanley |
GECCO | 3 |
| 2011 | Evolving a diversity of virtual creatures through novelty search and local competitionabstractAn ambitious challenge in artificial life is to craft an evolutionary process that discovers a wide diversity of well-adapted virtual creatures within a single run. Unlike in nature, evolving creatures in virtual worlds tend to converge to a single morphology because selection therein greedily rewards the morphology that is easiest to exploit. However, novelty search, a technique that explicitly rewards diverging, can potentially mitigate such convergence. Thus in this paper an existing creature evolution platform is extended with multi-objective search that balances drives for both novelty and performance. However, there are different ways to combine performance-driven search and novelty search. The suggested approach is to provide evolution with both a novelty objective that encourages diverse morphologies and a local competition objective that rewards individuals outperforming those most similar in morphology. The results in an experiment evolving locomoting virtual creatures show that novelty search with local competition discovers more functional morphological diversity within a single run than models with global competition, which are more predisposed to converge. The conclusions are that novelty search with local competition may complement recent advances in evolving virtual creatures and may in general be a principled approach to combining novelty search with pressure to achieve. Joel Lehman, Kenneth O. Stanley |
GECCO | 2 |
| 2011 | Enhancing es-hyperneat to evolve more complex regular neural networksabstractThe recently-introduced evolvable-substrate HyperNEAT algorithm (ES-HyperNEAT) demonstrated that the placement and density of hidden nodes in an artificial neural network can be determined based on implicit information in an infinite-resolution pattern of weights, thereby avoiding the need to evolve explicit placement. However, ES-HyperNEAT is computationally expensive because it must search the entire hypercube, and was shown only to match the performance of the original HyperNEAT in a simple benchmark problem. Iterated ES-HyperNEAT, introduced in this paper, helps to reduce computational costs by focusing the search on a sequence of two-dimensional cross-sections of the hypercube and therefore makes possible searching the hypercube at a finer resolution. A series of experiments and an analysis of the evolved networks show for the first time that iterated ES-HyperNEAT not only matches but outperforms original HyperNEAT in more complex domains because ES-HyperNEAT can evolve networks with limited connectivity, elaborate on existing network structure, and compensate for movement of information within the hypercube. Sebastian Risi, Kenneth O. Stanley |
GECCO | 2 |
| 2011 | Constraining connectivity to encourage modularity in HyperNEATabstractA challenging goal of generative and developmental systems (GDS) is to effectively evolve neural networks as complex and capable as those found in nature. Two key properties of neural structures in nature are regularity and modularity. While HyperNEAT has proven capable of generating neural network connectivity patterns with regularities, its ability to evolve modularity remains in question. This paper investigates how altering the traditional approach to determining whether connections are expressed in HyperNEAT influences modularity. In particular, an extension is introduced called a Link Expression Output (HyperNEAT-LEO) that allows HyperNEAT to evolve the pattern of weights independently from the pattern of connection expression. Because HyperNEAT evolves such patterns as functions of geometry, important general topographic principles for organizing connectivity can be seeded into the initial population. For example, a key topographic concept in nature that encourages modularity is locality, that is, components of a module are located near each other. As experiments in this paper show, by seeding HyperNEAT with a bias towards local connectivity implemented through the LEO, modular structures arise naturally. Thus this paper provides an important clue to how an indirect encoding of network structure can be encouraged to evolve modularity. Copyright 2011 ACM. Phillip Verbancsics, Kenneth O. Stanley |
GECCO | 2 |
| 2011 | On the deleterious effects of a priori objectives on evolution and representationabstractEvolutionary algorithms are often evaluated by measuring and comparing their ability to consistently reach objectives chosen a priori by researchers. Yet recent results from experiments without explicit a priori objectives, such as in Picbreeder and with the novelty search algorithm, raise the question of whether the very act of setting an objective is exacting a subtle price. Nature provides another hint that the reigning objective-based paradigm may be obfuscating evolutionary computation's true potential; after all, many of the greatest discoveries of natural evolution, such as flight and human-level intelligence, were not set as a priori objectives at the beginning of the search. The dangerous question is whether such triumphs only result because they were not objectives. To examine this question, this paper takes the unusual experimental approach of attempting to re-evolve images that were already once evolved on Picbreeder. In effect, images that were originally discovered serendipitously become a priori objectives for a new experiment with the same algorithm. Therefore, the resulting failure to reproduce the very same results cannot be blamed on the evolutionary algorithm, setting the stage for a contemplation of the price we pay for evaluating our algorithms only for their ability to achieve preconceived objectives. Brian G. Woolley, Kenneth O. Stanley |
GECCO | 2 |
| 2011 | Task switching in multirobot learning through indirect encodingabstractMultirobot domains are a challenge for learning algorithms because they require robots to learn to cooperate to achieve a common goal. The challenge only becomes greater when robots must perform heterogeneous tasks to reach that goal. Multiagent HyperNEAT is a neuroevolutionary method (i.e. a method that evolves neural networks) that has proven successful in several cooperative multiagent domains by exploiting the concept of policy geometry, which means the policies of team members are learned as a function of how they relate to each other based on canonical starting positions. This paper extends the multiagent HyperNEAT algorithm by introducing situational policy geometry, which allows each agent to encode multiple policies that can be switched depending on the agent's state. This concept is demonstrated both in simulation and in real Khepera III robots in a patrol and return task, where robots must cooperate to cover an area and return home when called. Robot teams that are trained with situational policy geometry are compared to teams that are not and shown to find solutions more consistently that are also able to transfer to the real world. David B. D'Ambrosio, Joel Lehman, Sebastian Risi, Kenneth O. Stanley |
IROS | 4 |
| 2011 | Pareto-based evolutionary computational approach for wireless sensor placement
Shafaq Chaudhry, Victor C. Hung, Ratan K. Guha, Kenneth O. Stanley |
Eng. Appl. Artif. Intell. | 4 |
| 2011 | Abandoning Objectives: Evolution Through the Search for Novelty AloneabstractIn evolutionary computation, the fitness function normally measures progress toward an objective in the search space, effectively acting as an objective function. Through deception, such objective functions may actually prevent the objective from being reached. While methods exist to mitigate deception, they leave the underlying pathology untreated: Objective functions themselves may actively misdirect search toward dead ends. This paper proposes an approach to circumventing deception that also yields a new perspective on open-ended evolution. Instead of either explicitly seeking an objective or modeling natural evolution to capture open-endedness, the idea is to simply search for behavioral novelty. Even in an objective-based problem, such novelty search ignores the objective. Because many points in the search space collapse to a single behavior, the search for novelty is often feasible. Furthermore, because there are only so many simple behaviors, the search for novelty leads to increasing complexity. By decoupling open-ended search from artificial life worlds, the search for novelty is applicable to real world problems. Counterintuitively, in the maze navigation and biped walking tasks in this paper, novelty search significantly outperforms objective-based search, suggesting the strange conclusion that some problems are best solved by methods that ignore the objective. The main lesson is the inherent limitation of the objective-based paradigm and the unexploited opportunity to guide search through other means. Joel Lehman, Kenneth O. Stanley |
Evol. Comput. | 2 |
| 2011 | Picbreeder: A Case Study in Collaborative Evolutionary Exploration of Design SpaceabstractFor domains in which fitness is subjective or difficult to express formally, interactive evolutionary computation (IEC) is a natural choice. It is possible that a collaborative process combining feedback from multiple users can improve the quality and quantity of generated artifacts. Picbreeder, a large-scale online experiment in collaborative interactive evolution (CIE), explores this potential. Picbreeder is an online community in which users can evolve and share images, and most importantly, continue evolving others' images. Through this process of branching from other images, and through continually increasing image complexity made possible by the underlying neuroevolution of augmenting topologies (NEAT) algorithm, evolved images proliferate unlike in any other current IEC system. This paper discusses not only the strengths of the Picbreeder approach, but its challenges and shortcomings as well, in the hope that lessons learned will inform the design of future CIE systems. Jimmy Secretan, Nicholas Beato, David B. D'Ambrosio, Adelein Rodriguez, Adam Campbell, Jeremiah T. Folsom-Kovarik, Kenneth O. Stanley |
Evol. Comput. | 7 |
| 2011 | Search-Based Procedural Content Generation: A Taxonomy and SurveyabstractThe focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitness of the content is evaluated; search-based procedural content generation in particular is situated within this taxonomy. This article also contains a survey of all published papers known to the authors in which game content is generated through search or optimisation, and ends with an overview of important open research problems. Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne |
IEEE Trans. Comput. Intell. AI Games | 3 |
| 2011 | On the Performance of Indirect Encoding Across the Continuum of RegularityabstractThis paper investigates how an evolutionary algorithm with an indirect encoding exploits the property of phenotypic regularity, an important design principle found in natural organisms and engineered designs. We present the first comprehensive study showing that such phenotypic regularity enables an indirect encoding to outperform direct encoding controls as problem regularity increases. Such an ability to produce regular solutions that can exploit the regularity of problems is an important prerequisite if evolutionary algorithms are to scale to high-dimensional real-world problems, which typically contain many regularities, both known and unrecognized. The indirect encoding in this case study is HyperNEAT, which evolves artificial neural networks (ANNs) in a manner inspired by concepts from biological development. We demonstrate that, in contrast to two direct encoding controls, HyperNEAT produces both regular behaviors and regular ANNs, which enables HyperNEAT to significantly outperform the direct encodings as regularity increases in three problem domains. We also show that the types of regularities HyperNEAT produces can be biased, allowing domain knowledge and preferences to be injected into the search. Finally, we examine the downside of a bias toward regularity. Even when a solution is mainly regular, some irregularity may be needed to perfect its functionality. This insight is illustrated by a new algorithm called HybrID that hybridizes indirect and direct encodings, which matched HyperNEAT's performance on regular problems yet outperformed it on problems with some irregularity. HybrID's ability to improve upon the performance of HyperNEAT raises the question of whether indirect encodings may ultimately excel not as stand-alone algorithms, but by being hybridized with a further process of refinement, wherein the indirect encoding produces patterns that exploit problem regularity and the refining process modifies that pattern to capture irregularities. This paper thus paints a more complete picture of indirect encodings than prior studies because it analyzes the impact of the continuum between irregularity and regularity on the performance of such encodings, and ultimately suggests a path forward that combines indirect encodings with a separate process of refinement. Jeff Clune, Kenneth O. Stanley, Robert T. Pennock, Charles Ofria |
IEEE Trans. Evol. Comput. | 2 |
| 2010 | Learning to Dance through Interactive Evolution
Greg A. Dubbin, Kenneth O. Stanley |
EvoApplications (2) | 2 |
| 2010 | Search-Based Procedural Content Generation
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne |
EvoApplications (1) | 3 |
| 2010 | Revising the evolutionary computation abstraction: minimal criteria novelty searchabstractThough based on abstractions of nature, current evolutionary algorithms and artificial life models lack the drive to complexity characteristic of natural evolution. Thus this paper argues that the prevalent fitness-pressure-based abstraction does not capture how natural evolution discovers complexity. Alternatively, this paper proposes that natural evolution can be abstracted as a process that discovers many ways to express the same functionality. That is, all successful organisms must meet the same minimal criteria of survival and reproduction. This abstraction leads to the key idea in this paper: Searching for novel ways of meeting the same minimal criteria, which is an accelerated model of this new abstraction, may be an effective search algorithm. Thus the existing novelty search method, which rewards any new behavior, is extended to enforce minimal criteria. Such minimal criteria novelty search prunes the space of viable behaviors and may often be more efficient than the search for novelty alone. In fact, when compared to the raw search for novelty and traditional fitness-based search in the two maze navigation experiments in this paper, minimal criteria novelty search evolves solutions more consistently. It is possible that refining the evolutionary computation abstraction in this way may lead to solving more ambitious problems and evolving more complex artificial organisms. Copyright 2010 ACM. Joel Lehman, Kenneth O. Stanley |
GECCO | 2 |
| 2010 | Efficiently evolving programs through the search for noveltyabstractA significant challenge in genetic programming is premature convergence to local optima, which often prevents evolution from solving problems. This paper introduces to genetic programming a method that originated in neuroevolution (i.e. the evolution of artificial neural networks) that circumvents the problem of deceptive local optima. The main idea is to search only for behavioral novelty instead of for higher fitness values. Although such novelty search abandons following the gradient of the fitness function, if such gradients are deceptive they may actually occlude paths through the search space towards the objective. Because there are only so many ways to behave, the search for behavioral novelty is often computationally feasible and differs significantly from random search. Counterintuitively, in both a deceptive maze navigation task and the artificial ant benchmark task, genetic programming with novelty search, which ignores the objective, outperforms traditional genetic programming that directly searches for optimal behavior. Additionally, novelty search evolves smaller program trees in every variation of the test domains. Novelty search thus appears less susceptible to bloat, another significant problem in genetic programming. The conclusion is that novelty search is a viable new tool for efficiently solving some deceptive problems in genetic programming. Joel Lehman, Kenneth O. Stanley |
GECCO | 2 |
| 2010 | Evolving the placement and density of neurons in the hyperneat substrateabstractThe Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach demonstrated that the pattern of weights across the connectivity of an artificial neural network (ANN) can be generated as a function of its geometry, thereby allowing large ANNs to be evolved for high-dimensional problems. Yet it left to the user the question of where hidden nodes should be placed in a geometry that is potentially infinitely dense. To relieve the user from this decision, this paper introduces an extension called evolvable-substrate HyperNEAT (ES-HyperNEAT) that determines the placement and density of the hidden nodes based on a quadtree-like decomposition of the hypercube of weights and a novel insight about the relationship between connectivity and node placement. The idea is that the representation in HyperNEAT that encodes the pattern of connectivity across the ANN contains implicit information on where the nodes should be placed and can therefore be exploited to avoid the need to evolve explicit placement. In this paper, as a proof of concept, ES-HyperNEAT discovers working placements of hidden nodes for a simple navigation domain on its own, thereby eliminating the need to configure the HyperNEAT substrate by hand and suggesting the potential power of the new approach. Sebastian Risi, Joel Lehman, Kenneth O. Stanley |
GECCO | 3 |
| 2010 | Transfer learning through indirect encodingabstractAn important goal for the generative and developmental systems (GDS) community is to show that GDS approaches can compete with more mainstream approaches in machine learning (ML). One popular ML domain is RoboCup and its subtasks (e.g. Keepaway). This paper shows how a GDS approach called HyperNEAT competes with the best results to date in Keepaway. Furthermore, a significant advantage of GDS is shown to be in transfer learning. For example, playing Keepaway should contribute to learning the full game of soccer. Previous approaches to transfer have focused on transforming the original representation to fit the new task. In contrast, this paper explores transfer with a representation designed to be the same even across different tasks. A bird's eye view (BEV) representation is introduced that can represent different tasks on the same two-dimensional map. Yet the problem is that a raw two-dimensional map is high-dimensional and unstructured. The problem is addressed naturally by indirect encoding, which compresses the representation in HyperNEAT by exploiting its geometry. The result is that the BEV learns a Keepaway policy that transfers from two different training domains without further learning or manipulation. The results in this paper thus show the power of GDS versus other ML methods. Phillip Verbancsics, Kenneth O. Stanley |
GECCO | 2 |
| 2010 | To achieve our highest goals, we must be willing to abandon themabstractSomeday computer scientists may build systems of astronomical complexity that provide profound benefit to humanity. However, the question today is how such feats will ultimately be achieved. As is common with technology, present limitations to modern approaches challenge our imagination to search for new paradigms and organizing principles. To examine the prerequisites to achieving our most ambitious objectives, this talk will contemplate the implications of recent counterintuitive results from experiments with evolutionary algorithms that suggest that search (which is a metaphor for innovation in general) is sometimes most effective when it is not explicitly seeking an objective. In particular, through several experiments in interactive evolution and with an algorithm called "novelty search," a picture of innovation is emerging in which objectives can help to guide us one stepping-stone away from our present understanding, yet ultimately become handcuffs that also blind us to essential orthogonal discoveries on the road to long-term innovation. While the implications of these insights for reaching our highest goals are in part sobering, the silver lining is that much can be gained by liberating ourselves from the temptation to frame all our projects in terms of what they ultimately aim to achieve. Instead, with evidence in hand, we can exploit the structure of the unknown by orienting ourselves towards discovery and away from the shackles of mandated outcomes. Kenneth O. Stanley |
OOPSLA | 1 |
| 2010 | Indirect Encoding of Neural Networks for Scalable Go
Jason Gauci, Kenneth O. Stanley |
PPSN (1) | 2 |
| 2010 | Evolving a Single Scalable Controller for an Octopus Arm with a Variable Number of Segments
Brian G. Woolley, Kenneth O. Stanley |
PPSN (2) | 2 |
| 2010 | Evolving Static Representations for Task Transfer
Phillip Verbancsics, Kenneth O. Stanley |
J. Mach. Learn. Res. | 2 |
| 2010 | Autonomous Evolution of Topographic Regularities in Artificial Neural NetworksabstractLooking to nature as inspiration, for at least the past 25 years, researchers in the field of neuroevolution (NE) have developed evolutionary algorithms designed specifically to evolve artificial neural networks (ANNs). Yet the ANNs evolved through NE algorithms lack the distinctive characteristics of biological brains, perhaps explaining why NE is not yet a mainstream subject of neural computation. Motivated by this gap, this letter shows that when geometry is introduced to evolved ANNs through the hypercube-based neuroevolution of augmenting topologies algorithm, they begin to acquire characteristics that indeed are reminiscent of biological brains. That is, if the neurons in evolved ANNs are situated at locations in space (i.e., if they are given coordinates), then, as experiments in evolving checkers-playing ANNs in this letter show, topographic maps with symmetries and regularities can evolve spontaneously. The ability to evolve such maps is shown in this letter to provide an important advantage in generalization. In fact, the evolved maps are sufficiently informative that their analysis yields the novel insight that the geometry of the connectivity patterns of more general players is significantly smoother and more contiguous than less general ones. Thus, the results reveal a correlation between generality and smoothness in connectivity patterns. They also hint at the intriguing possibility that as NE matures as a field, its algorithms can evolve ANNs of increasing relevance to those who study neural computation in general. Jason Gauci, Kenneth O. Stanley |
Neural Comput. | 2 |
| 2009 | How novelty search escapes the deceptive trap of learning to learnabstractA major goal for researchers in neuroevolution is to evolve artificial neural networks (ANNs) that can learn during their lifetime. Such networks can adapt to changes in their environment that evolution on its own cannot anticipate. However, a profound problem with evolving adaptive systems is that if the impact of learning on the fitness of the agent is only marginal, then evolution is likely to produce individuals that do not exhibit the desired adaptive behavior. Instead, because it is easier at first to improve fitness without evolving the ability to learn, they are likely to exploit domain-dependent static (i.e. non-adaptive) heuristics. This paper proposes a way to escape the deceptive trap of static policies based on the novelty search algorithm, which opens up a new avenue in the evolution of adaptive systems because it can exploit the behavioral difference between learning and non-learning individuals. The main idea in novelty search is to abandon objective-based fitness and instead simply search only for novel behavior, which avoids deception entirely and has shown prior promising results in other domains. This paper shows that novelty search significantly outperforms fitness-based search in a tunably deceptive T-Maze navigation domain because it fosters the emergence of adaptive behavior. Sebastian Risi, Sandy D. Vanderbleek, Charles E. Hughes, Kenneth O. Stanley |
GECCO | 4 |
| 2009 | A Hypercube-Based Encoding for Evolving Large-Scale Neural NetworksabstractResearch in neuroevolution-that is, evolving artificial neural networks (ANNs) through evolutionary algorithms-is inspired by the evolution of biological brains, which can contain trillions of connections. Yet while neuroevolution has produced successful results, the scale of natural brains remains far beyond reach. This article presents a method called hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) that aims to narrow this gap. HyperNEAT employs an indirect encoding called connective compositional pattern-producing networks (CPPNs) that can produce connectivity patterns with symmetries and repeating motifs by interpreting spatial patterns generated within a hypercube as connectivity patterns in a lower-dimensional space. This approach can exploit the geometry of the task by mapping its regularities onto the topology of the network, thereby shifting problem difficulty away from dimensionality to the underlying problem structure. Furthermore, connective CPPNs can represent the same connectivity pattern at any resolution, allowing ANNs to scale to new numbers of inputs and outputs without further evolution. HyperNEAT is demonstrated through visual discrimination and food-gathering tasks, including successful visual discrimination networks containing over eight million connections. The main conclusion is that the ability to explore the space of regular connectivity patterns opens up a new class of complex high-dimensional tasks to neuroevolution. Kenneth O. Stanley, David B. D'Ambrosio, Jason Gauci |
Artif. Life | 1 |
| 2009 | Exploiting functional relationships in musical compositionabstractThe ability of gifted composers like Mozart to create complex multipart musical compositions with relative ease suggests a highly efficient mechanism for generating multiple parts simultaneously. Computational models of human music composition can potentially shed light on how such rapid creativity is possible. This article proposes such a model based on the idea that the multiple threads of a song are temporal patterns that are functionally related, which means that one instrument's sequence is a function of another's. This idea is implemented in a program called NEAT Drummer that interactively evolves a type of artificial neural network called a compositional pattern-producing network, which represents the functional relationship between the instruments and drums. The main result is that richly textured drum tracks that tightly follow the structure of the original song are easily generated because of their functional relationship to it. Amy K. Hoover, Kenneth O. Stanley |
Connect. Sci. | 2 |
| 2009 | Automatic Content Generation in the Galactic Arms Race Video GameabstractSimulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and in simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer. This paper introduces two novel technologies that take steps toward achieving this ambition: 1) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players, and 2) Galactic Arms Race (GAR), a multiplayer video game, is constructed to demonstrate automatic content generation in a real online gaming platform. In GAR,which is available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. A study of the behavior and results from over 1000 registered online players shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. Thus,GARis the first demonstration of evolutionary content generation in an online multiplayer game. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially reducing the cost of content creation and increasing entertainment value from single-player to massively multiplayer online games (MMOGs) with a constant stream of evolving content. Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanley |
IEEE Trans. Comput. Intell. AI Games | 3 |
| 2009 | Interactive Evolution of Particle Systems for Computer Graphics and AnimationabstractInteractive Evolutionary Computation (IEC) creates the intriguing possibility that a large variety of useful content can be produced quickly and easily for practical computer graphics and gaming applications. To show that IEC can produce such content, this paper applies IEC to particle system effects, which are thedefactomethod in computer graphics for generating fire, smoke, explosions, electricity, water, and many other special effects. While particle systems are capable of producing a broad array of effects, they require substantial mathematical and programming knowledge to produce. Therefore, efficient particle system generation tools are required for content developers to produce special effects in a timely manner. This paper details the design, representation, and animation of particle systems via two IEC tools called NEAT Particles and NEAT Projectiles. Both tools evolve artificial neural networks (ANN) with the NeuroEvolution of Augmenting Topologies (NEAT) method to control the behavior of particles. NEAT Particles evolves general-purpose particle effects, whereas NEAT Projectiles specializes in evolving particle weapon effects for video games. The primary advantage of this NEAT-based IEC approach is to decouple the creation of new effects from mathematics and programming, enabling content developers without programming knowledge to produce complex effects. Furthermore, it allows content designers to produce a broader range of effects than typical development tools. Finally, it acts as a concept generator, allowing content creators to interactively and efficiently explore the space of possible effects. Both NEAT Particles and NEAT Projectiles demonstrate how IEC can evolve useful content for graphical media and games, and are together a step toward the larger goal of automated content generation. Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanley |
IEEE Trans. Evol. Comput. | 3 |
| 2008 | A Case Study on the Critical Role of Geometric Regularity in Machine Learning
Jason Gauci, Kenneth O. Stanley |
AAAI | 2 |
| 2008 | Exploiting Open-Endedness to Solve Problems Through the Search for Novelty
Joel Lehman, Kenneth O. Stanley |
ALIFE | 2 |
| 2008 | Generative encoding for multiagent learningabstractThis paper argues that multiagent learning is a potential "killer application" for generative and developmental systems (GDS) because key challenges in learning to coordinate a team of agents are naturally addressed through indirect encodings and information reuse. For example, a significant problem for multiagent learning is that policies learned separately for different agent roles may nevertheless need to share a basic skill set, forcing the learning algorithm to reinvent the wheel for each agent. GDS is a good match for this kind of problem because it specializes in ways to encode patterns of related yet varying motifs. In this paper, to establish the promise of this capability, the Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) generative approach to evolving neurocontrollers learns a set of coordinated policies encoded by a single genome representing a team of predator agents that work together to capture prey. Experimental results show that it is not only possible, but beneficial to encode a heterogeneous team of agents with an indirect encoding. The main contribution is thus to open up a significant new application domain for GDS. David B. D'Ambrosio, Kenneth O. Stanley |
GECCO | 2 |
| 2007 | A novel generative encoding for exploiting neural network sensor and output geometryabstractA significant problem for evolving artificial neural networks is that the physical arrangement of sensors and effectors is invisible to the evolutionary algorithm. For example, in this paper, directional sensors and effectors are placed around the circumference of a robot in analogous arrangements. This configuration ensures that there is a useful geometric correspondence between sensors and effectors. However, if sensors are mapped to a single input layer and the effectors to a single output layer (as is typical), evolution has no means to exploit this fortuitous arrangement. To address this problem, this paper presents a novel generative encoding called connective Compositional Pattern Producing Networks (connective CPPNs) that can effectively detect and capitalize on geometric relationships among sensors and effectors. The key insight is that sensors and effectors with consistent geometric relationships can be exploited by a repeating motif in the neural architecture. Thus, by employing an encoding that can discover such motifs as a function of network geometry, it becomes possible to exploit it. In this paper, a method for evolving connective CPPNs called Hypercube-based Neuroevolution of Augmenting Topologies (HyperNEAT) discovers sensible repeating motifs that take advantage of two different placement schemes, demonstrating the utility of such an approach. David B. D'Ambrosio, Kenneth O. Stanley |
GECCO | 2 |
| 2007 | Generating large-scale neural networks through discovering geometric regularitiesabstractConnectivity patterns in biological brains exhibit many repeating motifs. This repetition mirrors inherent geometric regularities in the physical world. For example, stimuli that excite adjacent locations on the retina map to neurons that are similarly adjacent in the visual cortex. That way, neural connectivity can exploit geometric locality in the outside world by employing local connections in the brain. If such regularities could be discovered by methods that evolve artificial neural networks (ANNs), then they could be similarly exploited to solve problems that would otherwise require optimizing too many dimensions to solve. This paper introduces such a method, called Hypercube-based Neuroevolution of Augmenting Topologies (HyperNEAT), which evolves a novel generative encoding called connective Compositional Pattern Producing Networks (connective CPPNs) to discover geometric regularities in the task domain. Connective CPPNs encode connectivity patterns as concepts that are independent of the number of inputs or outputs, allowing functional large-scale neural networks to be evolved. In this paper, this approach is tested in a simple visual task for which it effectively discovers the correct underlying regularity, allowing the solution to both generalize and scale without loss of function to an ANN of over eight million connections. Jason Gauci, Kenneth O. Stanley |
GECCO | 2 |
| 2006 | Real-Time Evolution of Neural Networks in the NERO Video Game
Kenneth O. Stanley, Bobby D. Bryant, Igor Karpov, Risto Miikkulainen |
AAAI | 1 |
| 2006 | Real-Time Interactive Learning in the NERO Video Game
Kenneth O. Stanley, Igor Karpov, Risto Miikkulainen, Aliza Gold |
AAAI | 1 |
| 2006 | Evolving a real-world vehicle warning systemabstractMany serious automobile accidents could be avoided if drivers were warned of impending crashes before they occur. Creating such warning systems by hand, however, is a difficult and time-consuming task. This paper describes three advances toward evolving neural networks with NEAT (NeuroEvolution of Augmenting Topologies) to warn about such crashes in real-world environments. First, NEAT was evaluated in a complex, dynamic simulation with other cars, where it outperformed three hand-coded strawman warning policies and generated warning levels comparable with those of an open-road warning system. Second, warning networks were trained using raw pixel data from a simulated camera. Surprisingly, NEAT was able to generate warning networks that performed similarly to those trained with higher-level input and still outperformed the baseline hand-coded warning policies. Third, the NEAT approach was evaluated in the real world using a robotic vehicle testbed. Despite noisy and ambiguous sensor data, NEAT successfully evolved warning networks using both laser rangefinders and visual sensors. The results in this paper set the stage for developing warning networks for real-world traffic, which may someday save lives in real vehicles. Nate Kohl, Kenneth O. Stanley, Risto Miikkulainen, Michael E. Samples, Rini Sherony |
GECCO | 2 |
| 2006 | Coevolution of neural networks using a layered pareto archiveabstractThe Layered Pareto Coevolution Archive (LAPCA) was recently proposed as an effective Coevolutionary Memory (CM) which, under certain assumptions, approximates monotonic progress in coevolution. In this paper, a technique is developed that interfaces the LAPCA algorithm with NeuroEvolution of Augmenting Topologies (NEAT), a method to evolve neural networks with demonstrated efficiency in game playing domains. In addition, the behavior of LAPCA is analyzed for the first time in a complex game-playing domain: evolving neural network controllers for the game Pong. The technique is shown to keep the total number of evaluations in the order of those required by NEAT, making it applicable to complex domains. Pong players evolved with a LAPCA and with the Hall of Fame (HOF) perform equally well, but the LAPCA is shown to require significantly less space than the HOF. Therefore, combining NEAT and LAPCA is found to be an effective approach to coevolution. German A. Monroy, Kenneth O. Stanley, Risto Miikkulainen |
GECCO | 2 |
| 2005 | Neuroevolution of an automobile crash warning systemabstractMany serious automobile accidents could be avoided if drivers were warned of impending crashes before they occurred. In this paper, a vehicle warning system is evolved to predict such crashes in the RARS driving simulator. The NeuroEvolution of Augmenting Topologies (NEAT) method is first used to evolve a neural network driver that can autonomously navigate a track without crashing. The network is subsequently impaired, resulting in a driver that occasionally makes mistakes and crashes. Using this impaired driver, a crash predictor is evolved that can predict how far in the future a crash is going to occur, information that can be used to generate an appropriate warning level. The main result is that NEAT can successfully evolve a warning system that takes into account the recent history of inputs and outputs, and therefore makes few errors. Experiments were also run to compare training offline from previously collected data with training online in the simulator. While both methods result in successful warning systems, offline training is both faster and more accurate. Thus, the results in this paper set the stage for developing crash predictors that are both accurate and able to adapt online, which may someday save lives in real vehicles. Kenneth O. Stanley, Nate Kohl, Rini Sherony, Risto Miikkulainen |
GECCO | 1 |
| 2005 | Automatic feature selection in neuroevolutionabstractFeature selection is the process of finding the set of inputs to a machine learning algorithm that will yield the best performance. Developing a way to solve this problem automatically would make current machine learning methods much more useful. Previous efforts to automate feature selection rely on expensive meta-learning or are applicable only when labeled training data is available. This paper presents a novel method called FS-NEAT which extends the NEAT neuroevolution method to automatically determine an appropriate set of inputs for the networks it evolves. By learning the network's inputs, topology, and weights simultaneously, FS-NEAT addresses the feature selection problem without relying on meta-learning or labeled data. Initial experiments in an autonomous car racing simulation demonstrate that FS-NEAT can learn better and faster than regular NEAT. In addition, the networks it evolves are smaller and require fewer inputs. Furthermore, FS-NEAT's performance remains robust even as the feature selection task it faces is made increasingly difficult. Shimon Whiteson, Peter Stone 0001, Kenneth O. Stanley, Risto Miikkulainen, Nate Kohl |
GECCO | 3 |
| 2005 | Real-time neuroevolution in the NERO video gameabstractIn 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. Kenneth O. Stanley, Bobby D. Bryant, Risto Miikkulainen |
IEEE Trans. Evol. Comput. | 1 |
| 2004 | Evolving Reusable Neural Modules
Joseph Reisinger, Kenneth O. Stanley, Risto Miikkulainen |
GECCO (2) | 2 |
| 2004 | Evolving a Roving Eye for Go
Kenneth O. Stanley, Risto Miikkulainen |
GECCO (2) | 1 |
| 2004 | Competitive Coevolution through Evolutionary ComplexificationabstractTwo major goals in machine learning are the discovery and improvement of solutions to complex problems. In this paper, we argue that complexification, i.e. the incremental elaboration of solutions through adding new structure, achieves both these goals. We demonstrate the power of complexification through the NeuroEvolution of Augmenting Topologies (NEAT) method, which evolves increasingly complex neural network architectures. NEAT is applied to an open-ended coevolutionary robot duel domain where robot controllers compete head to head. Because the robot duel domain supports a wide range of strategies, and because coevolution benefits from an escalating arms race, it serves as a suitable testbed for studying complexification. When compared to the evolution of networks with fixed structure, complexifying evolution discovers significantly more sophisticated strategies. The results suggest that in order to discover and improve complex solutions, evolution, and search in general, should be allowed to complexify as well as optimize. Kenneth O. Stanley, Risto Miikkulainen |
J. Artif. Intell. Res. | 1 |
| 2003 | Evolving adaptive neural networks with and without adaptive synapsesabstractA potentially powerful application of evolutionary computation (EC) is to evolve neural networks for automated control tasks. However, in such tasks environments can be unpredictable and fixed control policies may fail when conditions suddenly change. Thus, there is a need to evolve neural networks that can adapt, i.e. change their control policy dynamically as conditions change. In this paper, we examine two methods for evolving neural networks with dynamic policies. The first method evolves recurrent neural networks with fixed connection weights, relying on internal state changes to lead to changes in behavior. The second method evolves local rules that govern connection weight changes. The surprising experimental result is that the former method can be more effective than evolving networks with dynamic weights, calling into question the intuitive notion that networks with dynamic synapses are necessary for evolving solutions to adaptive tasks. Kenneth O. Stanley, Bobby D. Bryant, Risto Miikkulainen |
IEEE Congress on Evolutionary Computation | 1 |
| 2003 | A Taxonomy for Artificial EmbryogenyabstractA major challenge for evolutionary computation is to evolve phenotypes such as neural networks, sensory systems, or motor controllers at the same level of complexity as found in biological organisms. In order to meet this challenge, many researchers are proposing indirect encodings, that is, evolutionary mechanisms where the same genes are used multiple times in the process of building a phenotype. Such gene reuse allows compact representations of very complex phenotypes. Development is a natural choice for implementing indirect encodings, if only because nature itself uses this very process. Motivated by the development of embryos in nature, we define artificial embryogeny (AE) as the subdiscipline of evolutionary computation (EC) in which phenotypes undergo a developmental phase. An increasing number of AE systems are currently being developed, and a need has arisen for a principled approach to comparing and contrasting, and ultimately building, such systems. Thus, in this paper, we develop a principled taxonomy for AE. This taxonomy provides a unified context for long-term research in AE, so that implementation decisions can be compared and contrasted along known dimensions in the design space of embryogenic systems. It also allows predicting how the settings of various AE parameters affect the capacity to efficiently evolve complex phenotypes. Kenneth O. Stanley, Risto Miikkulainen |
Artif. Life | 1 |
| 2002 | Efficient evolution of neural network topologiesabstractNeuroevolution, i.e. evolving artificial neural networks with genetic algorithms, has been highly effective in reinforcement learning tasks, particularly those with hidden state information. An important question in neuroevolution is how to gain an advantage from evolving neural network topologies along with weights. We present a method, NeuroEvolution of Augmenting Topologies (NEAT) that outperforms the best fixed-topology methods on a challenging benchmark reinforcement learning task. We claim that the increased efficiency is due to (1) employing a principled method of crossover of different topologies, (2) protecting structural innovation using speciation, and (3) incrementally growing from minimal structure. We test this claim through a series of ablation studies that demonstrate that each component is necessary to the system as a whole and to each other. What results is significantly faster learning. NEAT is also an important contribution to GAs because it shows how it is possible for evolution to both optimize and complexify solutions simultaneously, making it possible to evolve increasingly complex solutions over time, thereby strengthening the analogy with biological evolution. Kenneth O. Stanley, Risto Miikkulainen |
IEEE Congress on Evolutionary Computation | 1 |
| 2002 | Continual Coevolution Through Complexification
Kenneth O. Stanley, Risto Miikkulainen |
GECCO | 1 |
| 2002 | Efficient Reinforcement Learning Through Evolving Neural Network Topologies
Kenneth O. Stanley, Risto Miikkulainen |
GECCO | 1 |
| 2002 | Evolving Neural Network through Augmenting TopologiesabstractAn important question in neuroevolution is how to gain an advantage from evolving neural network topologies along with weights. We present a method, NeuroEvolution of Augmenting Topologies (NEAT), which outperforms the best fixed-topology method on a challenging benchmark reinforcement learning task. We claim that the increased efficiency is due to (1) employing a principled method of crossover of different topologies, (2) protecting structural innovation using speciation, and (3) incrementally growing from minimal structure. We test this claim through a series of ablation studies that demonstrate that each component is necessary to the system as a whole and to each other. What results is significantly faster learning. NEAT is also an important contribution to GAs because it shows how it is possible for evolution to both optimize and complexify solutions simultaneously, offering the possibility of evolving increasingly complex solutions over generations, and strengthening the analogy with biological evolution. Kenneth O. Stanley, Risto Miikkulainen |
Evol. Comput. | 1 |
| 2000 | Online Interactive Neuro-evolution
Adrian K. Agogino, Kenneth O. Stanley, Risto Miikkulainen |
Neural Process. Lett. | 2 |