— The problem of how to create NPC AI for videogames that believably imitates particular human players is addressed. Previous approaches to learning player behaviour is found to ...
Niels van Hoorn, Julian Togelius, Daan Wierstra, J...
— Differential Evolution (DE) is a novel evolutionary approach capable of handling non-differentiable, non-linear and multi-modal objective functions. DE has been consistently ra...
Abstract— In this paper we describe simulation of autonomous robots controlled by recurrent neural networks, which are evolved through indirect encoding using HyperNEAT algorithm...
— This paper presents Differential Evolution with Self-adaptation and Local Search for Constrained Multiobjective Optimization algorithm (DECMOSA-SQP), which uses the self-adapta...
Ales Zamuda, Janez Brest, Borko Boskovic, Viljem Z...
— Particle swarm optimization (PSO) is a swarm intelligence technique originally inspired by models of flocking and of social influence that assumed homogeneous individuals. Du...
Abstract—In future massively distributed service-based computational systems, resources will span many locations, organisations and platforms. In such systems, the ability to all...
—In this paper we discuss the notion of situated evolution. Our treatment includes positioning situated evolution on the map of evolutionary processes in terms of time- and space...
— Many researchers have encountered the problem that the evolution of electronic circuits becomes exponentially more difficult when problems with an increasing number of outputs...
— We examine the problem of partitioning a square into convex polygons which are as circular as possible. Circular means that the polygon’s aspect ratio is supposed to be near