# Evolutionary Machine Learning and Games

arXiv: https://arxiv.org/abs/2311.16172 · HTML: https://mlsanity.com/paper/2311.16172/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 47 of its 115 references that are in the map.
- First posted on arXiv 20 Nov 2023.

## Builds on (most cited first, 30 of 47)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design](https://mlsanity.com/paper/2012.02096/) (2020)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions](https://mlsanity.com/paper/1901.01753/) (2019)
- [Open-Ended Learning Leads to Generally Capable Agents](https://mlsanity.com/paper/2107.12808/) (2021)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Evolving Curricula with Regret-Based Environment Design](https://mlsanity.com/paper/2203.01302/) (2022)
- [Human-Timescale Adaptation in an Open-Ended Task Space](https://mlsanity.com/paper/2301.07608/) (2023)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Evolution through Large Models](https://mlsanity.com/paper/2206.08896/) (2022)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Covariance Matrix Adaptation for the Rapid Illumination of Behavior Space](https://mlsanity.com/paper/1912.02400/) (2019)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Deep Surrogate Assisted Generation of Environments](https://mlsanity.com/paper/2206.04199/) (2022)
- [Illuminating Diverse Neural Cellular Automata for Level Generation](https://mlsanity.com/paper/2109.05489/) (2021)
- [Deep Learning for Video Game Playing](https://mlsanity.com/paper/1708.07902/) (2017)
- [Back to Basics: Benchmarking Canonical Evolution Strategies for Playing Atari](https://mlsanity.com/paper/1802.08842/) (2018)
- [Deep Surrogate Assisted MAP-Elites for Automated Hearthstone Deckbuilding](https://mlsanity.com/paper/2112.03534/) (2021)
- [TOAD-GAN: Coherent Style Level Generation from a Single Example](https://mlsanity.com/paper/2008.01531/) (2020)
- [Neuroevolution in Games: State of the Art and Open Challenges](https://mlsanity.com/paper/1410.7326/) (2014)
- [Deep Interactive Evolution](https://mlsanity.com/paper/1801.08230/) (2018)
- [Co-generation of game levels and game-playing agents](https://mlsanity.com/paper/2007.08497/) (2020)
- [Transforming Exploratory Creativity with DeLeNoX](https://mlsanity.com/paper/2103.11715/) (2021)

## Abstract (arXiv)

Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling players, and many other applications. Many of these applications pose interesting problems for EML. We will structure this chapter on EML for games based on whether evolution is used to augment machine learning (ML) or ML is used to augment evolution. For completeness, we also briefly discuss the usage of ML and evolution separately in games.
