Above are papers related to the following paper: [Paper_ID] Paper #1104647. 	[Title] Real-time Interactive Neuro-evolution [Abstract] In standard neuro-evolution, a population of networks is evolved in the task, and the network that best solves the task is found. This network is then fixed and used to solve future instances of the problem. Networks evolved in this way do not handle real-time interaction very well. It is hard to evolve a solution ahead of time that can cope effectively with all the possible environments that might arise in the future and with all the possible ways someone may interact with it. This paper proposes evolving feedforward neural networks online to create agents that improve their performance through real-time interaction. This approach is demonstrated in a game world where neural-network-controlled individuals play against humans. Through evolution, these individuals learn to react to varying opponents while appropriately taking into account conflicting goals. After initial evaluation offline, the population is allowed to evolve online, and its performance improves considerably. The population not only adapts to novel situations brought about by changing strategies in the opponent and the game layout, but it also improves its performance in situations that it has already seen in offline training. This paper will describe an implementation of online evolution and shows that it is a practical method that exceeds the performance of offline evolution alone. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #48768. 	[Title] Evolving Neural Networks to Play Go [Abstract] Go is a difficult game for computers to master, and the best go programs are still weaker than the average human player. Since the traditional game playing techniques have proven inadequate, new approaches to computer go need to be studied. This paper presents a new approach to learning to play go. The SANE (Symbiotic, Adaptive Neuro-Evolution) method was used to evolve networks capable of playing go on small boards with no pre-programmed go knowledge. On a 9 fi 9 go board, networks that were able to defeat a simple computer opponent were evolved within a few hundred generations. Most significantly, the networks exhibited several aspects of general go playing, which suggests the approach could scale up well. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #229635. 	[Title] Evolutionary Neural Networks for Value Ordering in Constraint Satisfaction Problems [Abstract] Technical Report AI94-218 May 1994 Abstract A new method for developing good value-ordering strategies in constraint satisfaction search is presented. Using an evolutionary technique called SANE, in which individual neurons evolve to cooperate and form a neural network, problem-specific knowledge can be discovered that results in better value-ordering decisions than those based on problem-general heuristics. A neural network was evolved in a chronological backtrack search to decide the ordering of cars in a resource-limited assembly line. The network required 1/30 of the backtracks of random ordering and 1/3 of the backtracks of the maximization of future options heuristic. The SANE approach should extend well to other domains where heuristic information is either difficult to discover or problem-specific. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #45603. 	[Title] Symbiotic Evolution of Neural Networks in Sequential Decision Tasks [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1125092. 	[Title] 2-D Pole Balancing with Recurrent Evolutionary Networks [Abstract] The success of evolutionary methods on standard control learning tasks has created a need for new benchmarks. The classic pole balancing problem is no longer difficult enough to serve as a viable yardstick for measuring the learning efficiency of these systems. In this paper we present a more difficult version to the classic problem where the cart and pole can move in a plane. We demonstrate a neuroevolution system (Enforced Sub-Populations, or ESP) that can solve this difficult problem without velocity information. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1153860. 	[Title]  [Abstract] 1] R.K. Belew, J. McInerney, and N. Schraudolph, Evolving networks: using the genetic algorithm with connectionist learning, in Artificial Life II, SFI Studies in the Science of Complexity, C.G. Langton, C. Taylor, J.D. Farmer, S. Rasmussen Eds., vol. 10, Addison-Wesley, 1991. [2] M. McInerney, and A.P. Dhawan, Use of genetic algorithms with back propagation in training of feed-forward neural networks, in IEEE International Conference on Neural Networks, vol. 1, pp. 203-208, 1993. [3] F.Z. Brill, D.E. Brown, and W.N. Martin, Fast genetic selection of features for neural network classifiers, IEEE Transactions on Neural Networks, vol. 3, no. 2, pp. 324-328, 1992. [4] F. Dellaert, and J. Vandewalle, Automatic design of cellular neural networks by means of genetic algorithms: finding a feature detector, in The Third IEEE International Workshop on Cellular Neural Networks and Their Applications, IEEE, New Jersey, pp. 189-194, 1994. [5] D.E. Moriarty, and R. Miikkulainen, Efficient reinforcement learning through symbiotic evolution, Machine Learning, vol. 22, pp. 11-33, 1996. [6] L. Davis, Handbook of Genetic Algorithms, Van Nostrand Reinhold, New York, 1991. [7] D. Whitely, The GENITOR algorithm and selective pressure, in Proceedings of the Third Interanational Conference on Genetic Algorithms, J.D. Schaffer Ed., Morgan Kauffman, San Mateo, CA, 1989, pp. 116-121. [8] van Camp, D., T. Plate and G.E. Hinton (1992). The Xerion Neural Network Simulator and Documentation. Department of Computer Science, University of Toronto, Toronto. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #132806. 	[Title] USING MARKER-BASED GENETIC ENCODING OF NEURAL NETWORKS TO EVOLVE FINITE-STATE BEHAVIOUR [Abstract] A new mechanism for genetic encoding of neural networks is proposed, which is loosely based on the marker structure of biological DNA. The mechanism allows all aspects of the network structure, including the number of nodes and their connectivity, to be evolved through genetic algorithms. The effectiveness of the encoding scheme is demonstrated in an object recognition task that requires artificial creatures (whose behaviour is driven by a neural network) to develop high-level finite-state exploration and discrimination strategies. The task requires solving the sensory-motor grounding problem, i.e. developing a functional understanding of the effects that a creature's movement has on its sensory input. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #8872. 	[Title] Machine Learning,  Efficient Reinforcement Learning through Symbiotic Evolution [Abstract] This article presents a new reinforcement learning method called SANE (Symbiotic, Adaptive Neuro-Evolution), which evolves a population of neurons through genetic algorithms to form a neural network capable of performing a task. Symbiotic evolution promotes both cooperation and specialization, which results in a fast, efficient genetic search and discourages convergence to suboptimal solutions. In the inverted pendulum problem, SANE formed effective networks 9 to 16 times faster than the Adaptive Heuristic Critic and 2 times faster than Q-learning and the GENITOR neuro-evolution approach without loss of generalization. Such efficient learning, combined with few domain assumptions, make SANE a promising approach to a broad range of reinforcement learning problems, including many real-world applications. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #395075. 	[Title] EVOLVING NEURAL NETWORKS WITH COLLABORATIVE SPECIES [Abstract] We present a coevolutionary architecture for solving decomposable problems and apply it to the evolution of artificial neural networks. Although this work is preliminary in nature it has a number of advantages over non-coevolutionary approaches. The coevolutionary approach utilizes a divide-and-conquer technique in which species representing simpler subtasks are evolved in separate instances of a genetic algorithm executing in parallel. Collaborations among the species are formed representing complete solutions. Species are created dynamically as needed. Results are presented in which the coevolutionary architecture produces higher quality solutions in fewer evolutionary trials when compared with an alternative non-coevolutionary approach on the problem of evolving cascade networks for parity computation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #8875. 	[Title] A Coevolutionary Approach to Learning Sequential Decision Rules [Abstract] We present a coevolutionary approach to learning sequential decision rules which appears to have a number of advantages over non-coevolutionary approaches. The coevolutionary approach encourages the formation of stable niches representing simpler sub-behaviors. The evolutionary direction of each subbehavior can be controlled independently, providing an alternative to evolving complex behavior using intermediate training steps. Results are presented showing a significant learning rate speedup over a non-coevolutionary approach in a simulated robot domain. In addition, the results suggest the coevolutionary approach may lead to emer gent problem decompositions. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35. 	[Title] 4 Implementing Application Specific Routines  Genetic algorithms in search, optimization, and machine learning. Reading, MA: Addison-Wesley. [Abstract] To implement a specific application, you should only have to change the file app.c. Section 2 describes the routines in app.c in detail. If you use additional variables for your specific problem, the easiest method of making them available to other program units is to declare them in sga.h and external.h. However, take care that you do not redeclare existing variables. Two example applications files are included in the SGA-C distribution. The file app1.c performs the simple example problem included with the Pascal version; finding the maximum of x 10 , where x is an integer interpretation of a chromosome. A slightly more complex application is include in app2.c. This application illustrates two features that have been added to SGA-C. The first of these is the ithruj2int function, which converts bits i through j in a chromosome to an integer. The second new feature is the utility pointer that is associated with each population member. The example application interprets each chromosome as a set of concatenated integers in binary form. The lengths of these integer fields is determined by the user-specified value of field size, which is read in by the function app data(). The field size must be less than the smallest of the chromosome length and the length of an unsigned integer. An integer array for storing the interpreted form of each chromosome is dynamically allocated and assigned to the chromosome's utility pointer in app malloc(). The ithruj2int routine (see utility.c) is used to translate each chromosome into its associated vector. The fitness for each chromosome is simply the sum of the squares of these integers. This example application will function for any chromosome length. SGA-C is intended to be a simple program for first-time GA experimentation. It is not intended to be definitive in terms of its efficiency or the grace of its implementation. The authors are interested in the comments, criticisms, and bug reports from SGA-C users, so that the code can be refined for easier use in subsequent versions. Please email your comments to rob@galab2.mh.ua.edu, or write to TCGA: The authors gratefully acknowledge support provided by NASA under Grant NGT-50224 and support provided by the National Science Foundation under Grant CTS-8451610. We also thank Hillol Kargupta for donating his tournament selection implementation. Booker, L. B. (1982). Intelligent behavior as an adaptation to the task environment (Doctoral dissertation, Technical Report No. 243. Ann Arbor: University of Michigan, Logic of Computers Group). Dissertations Abstracts International, 43(2), 469B. (University Microfilms No. 8214966) Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #48766. 	[Title] Discovering Complex Othello Strategies Through Evolutionary Neural Networks [Abstract] An approach to develop new game playing strategies based on artificial evolution of neural networks is presented. Evolution was directed to discover strategies in Othello against a random-moving opponent and later against an ff-fi search program. The networks discovered first a standard positional strategy, and subsequently a mobility strategy, an advanced strategy rarely seen outside of tournaments. The latter discovery demonstrates how evolutionary neural networks can develop novel solutions by turning an initial disadvantage into an advantage in a changed environment. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #595056. 	[Title] Using Genetic Programming to Evolve Board Evaluation Functions [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35061. 	[Title] Evolving Networks: Using the Genetic Algorithm with Connectionist Learning [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1152761. 	[Title]  [Abstract] 1] R.K. Belew, J. McInerney, and N. Schraudolph, Evolving networks: using the genetic algorithm with connectionist learning, in Artificial Life II, SFI Studies in the Science of Complexity, C.G. Langton, C. Taylor, J.D. Farmer, S. Rasmussen Eds., vol. 10, Addison-Wesley, 1991. [2] M. McInerney, and A.P. Dhawan, Use of genetic algorithms with back propagation in training of feed-forward neural networks, in IEEE International Conference on Neural Networks, vol. 1, pp. 203-208, 1993. [3] F.Z. Brill, D.E. Brown, and W.N. Martin, Fast genetic selection of features for neural network classifiers, IEEE Transactions on Neural Networks, vol. 3, no. 2, pp. 324-328, 1992. [4] F. Dellaert, and J. Vandewalle, Automatic design of cellular neural networks by means of genetic algorithms: finding a feature detector, in The Third IEEE International Workshop on Cellular Neural Networks and Their Applications, IEEE, New Jersey, pp. 189-194, 1994. [5] D.E. Moriarty, and R. Miikkulainen, Efficient reinforcement learning through symbiotic evolution, Machine Learning, vol. 22, pp. 11-33, 1996. [6] L. Davis, Handbook of Genetic Algorithms, Van Nostrand Reinhold, New York, 1991. [7] D. Whitely, The GENITOR algorithm and selective pressure, in Proceedings of the Third Interanational Conference on Genetic Algorithms, J.D. Schaffer Ed., Morgan Kauffman, San Mateo, CA, 1989, pp. 116-121. [8] van Camp, D., T. Plate and G.E. Hinton (1992). The Xerion Neural Network Simulator and Documentation. Department of Computer Science, University of Toronto, Toronto. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #48764. 	[Title] Incremental Evolution of Complex General Behavior [Abstract] Several researchers have demonstrated how complex action sequences can be learned through neuro-evolution (i.e. evolving neural networks with genetic algorithms). However, complex general behavior such as evading predators or avoiding obstacles, which is not tied to specific environments, turns out to be very difficult to evolve. Often the system discovers mechanical strategies (such as moving back and forth) that help the agent cope, but are not very effective, do not appear believable and would not generalize to new environments. The problem is that a general strategy is too difficult for the evolution system to discover directly. This paper proposes an approach where such complex general behavior is learned incrementally, by starting with simpler behavior and gradually making the task more challenging and general. The task transitions are implemented through successive stages of delta-coding (i.e. evolving modifications), which allows even converged populations to adapt to the new task. The method is tested in the stochastic, dynamic task of prey capture, and compared with direct evolution. The incremental approach evolves more effective and more general behavior, and should also scale up to harder tasks. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #197054. 	[Title] Evolving Obstacle Avoidance Behavior in a Robot Arm [Abstract] Existing approaches for learning to control a robot arm rely on supervised methods where correct behavior is explicitly given. It is difficult to learn to avoid obstacles using such methods, however, because examples of obstacle avoidance behavior are hard to generate. This paper presents an alternative approach that evolves neural network controllers through genetic algorithms. No input/output examples are necessary, since neuro-evolution learns from a single performance measurement over the entire task of grasping an object. The approach is tested in a simulation of the OSCAR-6 robot arm which receives both visual and sensory input. Neural networks evolved to effectively avoid obstacles at various locations to reach random target locations. Please summarise all the given information.

Paper #1104647 has the title `Real-time Interactive Neuro-evolution  
` and the abstract `In standard neuro-evolution, a population of networks is evolved in the task, and the network that best solves the task is found. This network is then fixed and used to solve future instances of the problem. Networks evolved in this way do not handle real-time interaction very well. It is hard to evolve a solution ahead of time that can cope effectively with all the possible environments that might arise in the future and with all the possible ways someone may interact with it. This paper proposes evolving feedforward neural networks online to create agents that improve their performance through real-time interaction. This approach is demonstrated in a game world where neural-network-controlled individuals play against humans. Through evolution, these individuals learn to react to varying opponents while appropriately taking into account conflicting goals. After initial evaluation offline, the population is allowed to evolve online, and its performance improves considerably. The population not only adapts to novel situations brought about by changing strategies in the opponent and the game layout, but it also improves its performance in situations that it has already seen in offline training. This paper will describe an implementation of online evolution and shows that it is a practical method that exceeds the performance of offline evolution alone. 
`.
Question: Which category should Paper #1104647 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1104647 has the title `Real-time Interactive Neuro-evolution  
` and the abstract `In standard neuro-evolution, a population of networks is evolved in the task, and the network that best solves the task is found. This network is then fixed and used to solve future instances of the problem. Networks evolved in this way do not handle real-time interaction very well. It is hard to evolve a solution ahead of time that can cope effectively with all the possible environments that might arise in the future and with all the possible ways someone may interact with it. This paper proposes evolving feedforward neural networks online to create agents that improve their performance through real-time interaction. This approach is demonstrated in a game world where neural-network-controlled individuals play against humans. Through evolution, these individuals learn to react to varying opponents while appropriately taking into account conflicting goals. After initial evaluation offline, the population is allowed to evolve online, and its performance improves considerably. The population not only adapts to novel situations brought about by changing strategies in the opponent and the game layout, but it also improves its performance in situations that it has already seen in offline training. This paper will describe an implementation of online evolution and shows that it is a practical method that exceeds the performance of offline evolution alone. 
`.
Question: Which category should Paper #1104647 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Genetic_Algorithms