# Learning Dark Souls Combat Through Pixel Input With Neuroevolution

arXiv: https://arxiv.org/abs/2507.03793 · HTML: https://mlsanity.com/paper/2507.03793/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 5 of its 16 references that are in the map.
- First posted on arXiv 4 Jul 2025.

## Builds on (most cited first, 5 of 5)

- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning](https://mlsanity.com/paper/1712.06567/) (2017)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Neuroevolution in Games: State of the Art and Open Challenges](https://mlsanity.com/paper/1410.7326/) (2014)

## Built on by (most cited first, 1 of 1)

- [Learning Transferable Skills in Action RPGs via Directed Skill Graphs and Selective Adaptation](https://mlsanity.com/paper/2601.17923/) (2026)

## Abstract (arXiv)

This paper investigates the application of Neuroevolution of Augmenting Topologies (NEAT) to automate gameplay in Dark Souls, a notoriously challenging action role-playing game characterized by complex combat mechanics, dynamic environments, and high-dimensional visual inputs. Unlike traditional reinforcement learning or game playing approaches, our method evolves neural networks directly from raw pixel data, circumventing the need for explicit game-state information. To facilitate this approach, we introduce the Dark Souls API (DSAPI), a novel Python framework leveraging real-time computer vision techniques for extracting critical game metrics, including player and enemy health states. Using NEAT, agents evolve effective combat strategies for defeating the Asylum Demon, the game's initial boss, without predefined behaviors or domain-specific heuristics. Experimental results demonstrate that evolved agents achieve up to a 35% success rate, indicating the viability of neuroevolution in addressing complex, visually intricate gameplay scenarios. This work represents an interesting application of vision-based neuroevolution, highlighting its potential use in a wide range of challenging game environments lacking direct API support or well-defined state representations.
