Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: O'Connor, Jim, Parker, Gary B., Bugti, Mustafa
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2507.03793
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866909675886215168
author O'Connor, Jim
Parker, Gary B.
Bugti, Mustafa
author_facet O'Connor, Jim
Parker, Gary B.
Bugti, Mustafa
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2507_03793
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Learning Dark Souls Combat Through Pixel Input With Neuroevolution
O'Connor, Jim
Parker, Gary B.
Bugti, Mustafa
Artificial Intelligence
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.
title Learning Dark Souls Combat Through Pixel Input With Neuroevolution
topic Artificial Intelligence
url https://arxiv.org/abs/2507.03793