1 code implementation • 7 Jul 2024 • Eleni Nisioti, Sebastian Risi, Ida Momennejad, Pierre-Yves Oudeyer, Clément Moulin-Frier
Here, we contribute a computational study of collective innovation where agents are Large Language Models (LLMs) that play Little Alchemy 2, a creative video game originally developed for humans that, as we argue, captures useful aspects of innovation landscapes not present in previous test-beds.
no code implementations • 5 Jul 2024 • Matthias Freiberger, Peter Kun, Anders Sundnes Løvlie, Sebastian Risi
Finally, we layer-prune our models at test time and find that their performance declines gracefully.
1 code implementation • 14 Jun 2024 • Erwan Plantec, Joachin W. Pedersen, Milton L. Montero, Eleni Nisioti, Sebastian Risi
Biological neural networks are characterized by their high degree of plasticity, a core property that enables the remarkable adaptability of natural organisms.
no code implementations • 14 Jun 2024 • Eleni Nisioti, Claire Glanois, Elias Najarro, Andrew Dai, Elliot Meyerson, Joachim Winther Pedersen, Laetitia Teodorescu, Conor F. Hayes, Shyam Sudhakaran, Sebastian Risi
Large Language Models (LLMs) have taken the field of AI by storm, but their adoption in the field of Artificial Life (ALife) has been, so far, relatively reserved.
1 code implementation • 13 Jun 2024 • Milton L. Montero, Erwan Plantec, Eleni Nisioti, Joachim W. Pedersen, Sebastian Risi
This is in contrast to the representation that maps DNAs to phenotypes in biological organisms, which is at the hear of biological complexity and evolvability.
1 code implementation • 14 May 2024 • Eleni Nisioti, Erwan Plantec, Milton Montero, Joachim Winther Pedersen, Sebastian Risi
Artificial neural networks (ANNs), on the other hand, are traditionally optimized in the space of weights.
no code implementations • 6 Apr 2024 • Joachim Winther Pedersen, Erwan Plantec, Eleni Nisioti, Milton Montero, Sebastian Risi
Artificial neural networks used for reinforcement learning are structurally rigid, meaning that each optimized parameter of the network is tied to its specific placement in the network structure.
no code implementations • 28 Mar 2024 • Louie Søs Meyer, Johanne Engel Aaen, Anitamalina Regitse Tranberg, Peter Kun, Matthias Freiberger, Sebastian Risi, Anders Sundnes Løvlie
Second, we present the design and development of an app that enables exploration of an art museum's collection.
1 code implementation • 17 Jul 2023 • Elias Najarro, Shyam Sudhakaran, Sebastian Risi
Biological nervous systems are created in a fundamentally different way than current artificial neural networks.
1 code implementation • 7 Jul 2023 • Matthias Freiberger, Peter Kun, Christian Igel, Anders Sundnes Løvlie, Sebastian Risi
We investigate the properties of the mined images, and find that images trained on a small number of image captions generalize to a much larger number of semantically related captions.
no code implementations • 25 May 2023 • Joachim Winther Pedersen, Sebastian Risi
Biological nervous systems consist of networks of diverse, sophisticated information processors in the form of neurons of different classes.
1 code implementation • NeurIPS 2023 • Shyam Sudhakaran, Miguel González-Duque, Claire Glanois, Matthias Freiberger, Elias Najarro, Sebastian Risi
MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques.
no code implementations • 31 Jan 2023 • Shyam Sudhakaran, Sebastian Risi
However many of these methods only optimize for high returns, and may not extract much information from a diverse dataset of trajectories.
no code implementations • 14 Jun 2022 • Kazuya Horibe, Kathryn Walker, Rasmus Berg Palm, Shyam Sudhakaran, Sebastian Risi
Biological systems are very robust to morphological damage, but artificial systems (robots) are currently not.
no code implementations • 31 May 2022 • Miguel González-Duque, Rasmus Berg Palm, Søren Hauberg, Sebastian Risi
Deep generative models can automatically create content of diverse types.
no code implementations • 12 May 2022 • Joachim Winther Pedersen, Sebastian Risi
Organisms in nature have evolved to exhibit flexibility in face of changes to the environment and/or to themselves.
1 code implementation • 25 Apr 2022 • Shyam Sudhakaran, Elias Najarro, Sebastian Risi
Inspired by cellular growth and self-organization, Neural Cellular Automata (NCAs) have been capable of "growing" artificial cells into images, 3D structures, and even functional machines.
1 code implementation • 25 Apr 2022 • Elias Najarro, Shyam Sudhakaran, Claire Glanois, Sebastian Risi
In contrast to deep reinforcement learning agents, biological neural networks are grown through a self-organized developmental process.
1 code implementation • 22 Mar 2022 • Sidney Pontes-Filho, Kathryn Walker, Elias Najarro, Stefano Nichele, Sebastian Risi
The genome of such a multicellular organism guides the development of its body from a single cell, including its control system.
1 code implementation • 14 Mar 2022 • Kathryn Walker, Rasmus Berg Palm, Rodrigo Moreno Garcia, Andres Faina, Kasper Stoy, Sebastian Risi
Materials with the ability to self-classify their own shape have the potential to advance a wide range of engineering applications and industries.
1 code implementation • ICLR 2022 • Rasmus Berg Palm, Miguel González-Duque, Shyam Sudhakaran, Sebastian Risi
Additionally, we show that the VNCA can learn a distribution of stable attractors that can recover from significant damage.
1 code implementation • 14 Jul 2021 • Djordje Grbic, Sebastian Risi
Random exploration is one of the main mechanisms through which reinforcement learning (RL) finds well-performing policies.
no code implementations • 5 Jul 2021 • Mathias Löwe, Jennifer Villareale, Evan Freed, Aleksanteri Sladek, Jichen Zhu, Sebastian Risi
In this paper, we focus on the adversarial player strategy aspect in the game iNNk, in which players try to communicate secret code words through drawings with the goal of not being deciphered by a NN.
2 code implementations • 27 May 2021 • Jacob Schrum, Benjamin Capps, Kirby Steckel, Vanessa Volz, Sebastian Risi
However, collections of latent vectors can also be evolved directly, producing more chaotic levels.
no code implementations • 18 May 2021 • Miguel González-Duque, Rasmus Berg Palm, Sebastian Risi
Current systems for DDA rely on expensive data mining, or on hand-crafted rules designed for particular domains, and usually adapts to keep players in the flow, leaving no room for the designer to present content that is purposefully easy or difficult.
no code implementations • 16 Apr 2021 • Joachim Winther Pedersen, Sebastian Risi
Inspired by the biological phenomenon of the genomic bottleneck, we show that by allowing multiple connections in the network to share the same local learning rule, it is possible to drastically reduce the number of trainable parameters, while obtaining a more robust agent.
no code implementations • 29 Mar 2021 • Mathias Löwe, Per Lunnemann Hansen, Sebastian Risi
For a BM, making predictions with the lowest expected loss requires integrating over the posterior distribution.
1 code implementation • 15 Mar 2021 • Shyam Sudhakaran, Djordje Grbic, Siyan Li, Adam Katona, Elias Najarro, Claire Glanois, Sebastian Risi
Neural Cellular Automata (NCAs) have been proven effective in simulating morphogenetic processes, the continuous construction of complex structures from very few starting cells.
1 code implementation • 12 Feb 2021 • David Kadish, Sebastian Risi, Anders Sundnes Løvlie
We generate a large dataset for training and validation by modifying the images in the COCO dataset using AdaIn style transfer.
Ranked #5 on Object Detection on PeopleArt
1 code implementation • 4 Feb 2021 • Kazuya Horibe, Kathryn Walker, Sebastian Risi
Our approach allows simulated soft robots that are damaged to partially regenerate their original morphology through local cell interactions alone and regain some of their ability to locomote.
no code implementations • 15 Jan 2021 • Jichen Zhu, Jennifer Villareale, Nithesh Javvaji, Sebastian Risi, Mathias Löwe, Rush Weigelt, Casper Harteveld
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research.
1 code implementation • 8 Dec 2020 • Djordje Grbic, Rasmus Berg Palm, Elias Najarro, Claire Glanois, Sebastian Risi
In contrast to previous work in Minecraft that focused on learning to play the game, the grand challenge we pose here is to automatically search for increasingly complex artifacts in an open-ended fashion.
1 code implementation • 23 Nov 2020 • Thor V. A. N. Olesen, Dennis T. T. Nguyen, Rasmus Berg Palm, Sebastian Risi
Planning is a powerful approach to reinforcement learning with several desirable properties.
1 code implementation • 13 Nov 2020 • Rasmus Berg Palm, Elias Najarro, Sebastian Risi
We test this hypothesis by decoupling the number of Hebbian learning rules from the number of synapses and systematically varying the number of Hebbian learning rules.
no code implementations • 15 Oct 2020 • Janet Rafner, Lotte Philipsen, Sebastian Risi, Joel Simon, Jacob Sherson
Human-computer image generation using Generative Adversarial Networks (GANs) is becoming a well-established methodology for casual entertainment and open artistic exploration.
no code implementations • 9 Oct 2020 • Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius
This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
no code implementations • 18 Sep 2020 • James Goodman, Sebastian Risi, Simon Lucas
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft.
no code implementations • 17 Jul 2020 • Jennifer Villareale, Ana Acosta-Ruiz, Samuel Arcaro, Thomas Fox, Evan Freed, Robert Gray, Mathias Löwe, Panote Nuchprayoon, Aleksanteri Sladek, Rush Weigelt, Yifu Li, Sebastian Risi, Jichen Zhu
This paper presents iNNK, a multiplayer drawing game where human players team up against an NN.
4 code implementations • NeurIPS 2020 • Elias Najarro, Sebastian Risi
We find that starting from completely random weights, the discovered Hebbian rules enable an agent to navigate a dynamical 2D-pixel environment; likewise they allow a simulated 3D quadrupedal robot to learn how to walk while adapting to morphological damage not seen during training and in the absence of any explicit reward or error signal in less than 100 timesteps.
no code implementations • 26 May 2020 • Vanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius, Sebastian Risi
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically.
1 code implementation • 15 May 2020 • Miguel González-Duque, Rasmus Berg Palm, David Ha, Sebastian Risi
The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
no code implementations • 6 May 2020 • Djordje Grbic, Sebastian Risi
Here we introduce a novel approach called Meta-Learned Instinctual Networks (MLIN) that allows agents to safely learn during their lifetime while avoiding potentially hazardous states.
2 code implementations • 3 Apr 2020 • Jacob Schrum, Vanessa Volz, Sebastian Risi
In particular, GAN output does not scale to arbitrary dimensions, and there is no obvious way of combining multiple GAN outputs into a cohesive whole, which would be useful in many areas, such as the generation of video game levels.
1 code implementation • 31 Mar 2020 • Jacob Schrum, Jake Gutierrez, Vanessa Volz, Jialin Liu, Simon Lucas, Sebastian Risi
A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels.
no code implementations • 24 Feb 2020 • Sebastian Risi, Mike Preuss
This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling.
no code implementations • 7 Jan 2020 • Chelsea M. Myers, Evan Freed, Luis Fernando Laris Pardo, Anushay Furqan, Sebastian Risi, Jichen Zhu
AI algorithms are not immune to biases.
1 code implementation • 29 Dec 2019 • Sebastian Risi, Kenneth O. Stanley
Deep reinforcement learning approaches have shown impressive results in a variety of different domains, however, more complex heterogeneous architectures such as world models require the different neural components to be trained separately instead of end-to-end.
no code implementations • 29 Nov 2019 • Sebastian Risi, Julian Togelius
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically.
no code implementations • 28 Nov 2019 • Nicola Zaltron, Luisa Zurlo, Sebastian Risi
CG-GAN offers a novel way of generating and handling static and animated photo-realistic facial composites, with the possibility of combining multiple representations of the same perpetrator, generated by different eyewitnesses.
no code implementations • 3 Oct 2019 • Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels Justesen, Sebastian Risi, Julian Togelius
Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.
no code implementations • 25 Sep 2019 • Sebastian Risi, Kenneth O. Stanley
Evolutionary-based optimization approaches have recently shown promising results in domains such as Atari and robot locomotion but less so in solving 3D tasks directly from pixels.
no code implementations • 30 Jul 2019 • David Kadish, Sebastian Risi, Laura Beloff
Artificial life simulations are an important tool in the study of ecological phenomena that can be difficult to examine directly in natural environments.
no code implementations • 5 Jul 2019 • Niels Justesen, Miguel Gonzalez Duque, Daniel Cabarcas Jaramillo, Jean-Baptiste Mouret, Sebastian Risi
Imitation Learning (IL) is a machine learning approach to learn a policy from a dataset of demonstrations.
4 code implementations • 28 Apr 2019 • Sebastian Risi, Kenneth O. Stanley
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.
1 code implementation • 28 Jun 2018 • Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager, Ahmed Khalifa, Julian Togelius, Sebastian Risi
However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels.
3 code implementations • 2 May 2018 • Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam Smith, Sebastian Risi
This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus.
no code implementations • 18 Apr 2018 • Mostafa Wahby, Mary Katherine Heinrich, Daniel Nicolas Hofstadler, Payam Zahadat, Sebastian Risi, Phil Ayres, Thomas Schmickl, Heiko Hamann
The evolved controllers augment the plants' natural light-finding and tissue-stiffening behaviors to avoid obstacles and grow desired shapes.
1 code implementation • 19 Mar 2018 • Niels Justesen, Sebastian Risi
We demonstrate that this \emph{Rarity of Events} (RoE) approach enables the agent to succeed in challenging VizDoom scenarios without access to the extrinsic reward from the environment.
1 code implementation • 24 Jan 2018 • Philip Bontrager, Wending Lin, Julian Togelius, Sebastian Risi
The main insight in this paper is that a GAN trained on a specific target domain can act as a compact and robust genotype-to-phenotype mapping (i. e. most produced phenotypes do resemble valid domain artifacts).
1 code implementation • 12 Oct 2017 • Jakob Merrild, Mikkel Angaju Rasmussen, Sebastian Risi
We demonstrate that using the indirect HyperNEAT encoding allows for training on small memory vectors in a bit-vector copy task and then applying the knowledge gained from such training to speed up training on larger size memory vectors.
no code implementations • 25 Aug 2017 • Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games.
no code implementations • 12 Jul 2017 • Niels Justesen, Sebastian Risi
The real-time strategy game StarCraft has proven to be a challenging environment for artificial intelligence techniques, and as a result, current state-of-the-art solutions consist of numerous hand-crafted modules.
no code implementations • 30 Mar 2017 • Andrea Soltoggio, Kenneth O. Stanley, Sebastian Risi
Inspired by such intricate natural phenomena, Evolved Plastic Artificial Neural Networks (EPANNs) use simulated evolution in-silico to breed plastic neural networks with a large variety of dynamics, architectures, and plasticity rules: these artificial systems are composed of inputs, outputs, and plastic components that change in response to experiences in an environment.
no code implementations • 26 Apr 2016 • Jacob Schrum, Joel Lehman, Sebastian Risi
Indirect encodings can potentially answer this challenge.
1 code implementation • 17 Dec 2015 • Tony Beltramelli, Sebastian Risi
Wearable technologies are today on the rise, becoming more common and broadly available to mainstream users.
no code implementations • 27 Oct 2015 • Dan Lessin, Don Fussell, Risto Miikkulainen, Sebastian Risi
Since their introduction in 1994 (Sims), evolved virtual creatures (EVCs) have employed the coevolution of morphology and control to produce high-impact work in multiple fields, including graphics, evolutionary computation, robotics, and artificial life.
no code implementations • 27 Oct 2014 • Sebastian Risi, Julian Togelius
This paper surveys research on applying neuroevolution (NE) to games.
no code implementations • 5 Aug 2014 • Sebastian Risi, Jinhong Zhang, Rasmus Taarnby, Peter Greve, Jan Piskur, Antonios Liapis, Julian Togelius
It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior.