rtNEAT In 2003, Stanley devised an extension to NEAT that allows evolution to occur in real time rather than through the iteration of generations as used by most genetic algorithms. The basic idea is to put the population under constant evaluation with a "lifetime" timer on each individual in the population. When a network's timer expires, its current fitness measure is examined to see whether it falls near the bottom of the population, and if so, it is discarded and replaced by a new network bred from two high-fitness parents. A timer is set for the new network and it is placed in the population to participate in the ongoing evaluations. The first application of rtNEAT is a video game called Neuro-Evolving Robotic Operatives, or NERO. In the first phase of the game, individual players deploy robots in a 'sandbox' and train them to some desired tactical doctrine. Once a collection of robots has been trained, a second phase of play allows players to pit their robots in a battle against robots trained by some other player, to see how well their training regimens prepared their robots for battle.
Phased pruning An extension of Ken Stanley's NEAT, developed by Colin Green, adds periodic pruning of the network topologies of candidate solutions during the evolution process. This addition addressed concern that unbounded automated growth would generate unnecessary structure.
HyperNEAT HyperNEAT is specialized to evolve large scale structures. It was originally based on the
CPPN theory and is an active field of research.
cgNEAT Content-Generating NEAT (cgNEAT) evolves custom video game content based on user preferences. The first video game to implement cgNEAT is
Galactic Arms Race, a space-shooter game in which unique particle system weapons are evolved based on player usage statistics. Each particle system weapon in the game is controlled by an evolved
CPPN, similarly to the evolution technique in the
NEAT Particles interactive art program.
odNEAT odNEAT is an online and decentralized version of NEAT designed for multi-robot systems. odNEAT is executed onboard robots themselves during task execution to continuously optimize the parameters and the topology of the artificial neural network-based controllers. In this way, robots executing odNEAT have the potential to adapt to changing conditions and learn new behaviors as they carry out their tasks. The online evolutionary process is implemented according to a physically distributed island model. Each robot optimizes an internal population of candidate solutions (intra-island variation), and two or more robots exchange candidate solutions when they meet (inter-island migration). In this way, each robot is potentially self-sufficient and the evolutionary process capitalizes on the exchange of controllers between multiple robots for faster synthesis of effective controllers. ==See also==