collaborators

8 papers

cs.AI2026

DSLE: A Learning Environment for Dark Souls Boss Encounters

Derin Gezgin, Jim O'Connor, Tanner Goodwin +1

We introduce the Dark Souls Learning Environment (DSLE), a containerized platform that presents all 22 boss encounters of Dark Souls: Remastered as game-playing agent benchmarks th…

cs.AI2026

Evolutionary Transfer Learning for Dragonchess

Jim O'Connor, Annika Hoag, Sarah Goyette +1

Dragonchess, a three-dimensional chess variant introduced by Gary Gygax, presents unique strategic and computational challenges that make it an ideal environment for studying the t…

cs.NE2025

Playing Atari Space Invaders with Sparse Cosine Optimized Policy Evolution

Jim O'Connor, Jay B. Nash, Derin Gezgin +1

Evolutionary approaches have previously been shown to be effective learning methods for a diverse set of domains. However, the domain of game-playing poses a particular challenge f…

cs.NE2025

Evolutionary Optimization of Deep Learning Agents for Sparrow Mahjong

Jim O'Connor, Derin Gezgin, Gary B. Parker

We present Evo-Sparrow, a deep learning-based agent for AI decision-making in Sparrow Mahjong, trained by optimizing Long Short-Term Memory (LSTM) networks using Covariance Matrix…

cs.NE2025

Evolving Neural Controllers for Xpilot-AI Racing Using Neuroevolution of Augmenting Topologies

Jim O'Connor, Nicholas Lorentzen, Gary B. Parker +1

This paper investigates the development of high-performance racing controllers for a newly implemented racing mode within the Xpilot-AI platform, utilizing the Neuro Evolution of A…

cs.RO2025

SCOPE for Hexapod Gait Generation

Jim O'Connor, Jay B. Nash, Derin Gezgin +1

Evolutionary methods have previously been shown to be an effective learning method for walking gaits on hexapod robots. However, the ability of these algorithms to evolve an effect…