This is an Accepted Manuscript of an article published by IEEE. Schrum, J., & Miikkulainen, R. (2016). Discovering Multimodal Behavior in Ms. Pac-Man through Evolution of Modular Neural Networks. IEEE Transactions on Computational Intelligence and AI in Games, 8(1), 67–81. http://doi.org/10.1109/TCIAIG.2015.2390615. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.")
This is an Accepted Manuscript of an article published by ACM. Schrum, J., & Miikkulainen, R. (2010). Evolving Agent Behavior in Multiobjective Domains Using Fitness-based Shaping. In Proceedings of the 12th Annual Conference on Genetic and Evolutionary Computation (pp. 439–446). New York, NY, USA: ACM. https://doi.org/10.1145/1830483.1830567
This is an Accepted Manuscript of an article published by IEEE. Schrum, J., & Miikkulainen, R. (2009). Evolving multi-modal behavior in NPCs. In 2009 IEEE Symposium on Computational Intelligence and Games (pp. 325–332). https://doi.org/10.1109/CIG.2009.5286459. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.")
This is an Accepted Manuscript of an article published by ACM. Schrum, J., & Miikkulainen, R. (2014). Evolving Multimodal Behavior with Modular Neural Networks in Ms. Pac-Man. In Proceedings of the 2014 Annual Conference on Genetic and Evolutionary Computation (pp. 325–332). New York, NY, USA: ACM. https://doi.org/10.1145/2576768.2598234
This is an Accepted Manuscript of an article published by IEEE. Schrum, J., & Miikkulainen, R. (2012). Evolving Multimodal Networks for Multitask Games. IEEE Transactions on Computational Intelligence and AI in Games, 4(2), 94–111. https://doi.org/10.1109/TCIAIG.2012.2193399. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.")
This is an Accepted Manuscript of a conference paper published by IEEE.Schrum, J., & Miikkulainen, R. (2011). Evolving multimodal networks for multitask games. In 2011 IEEE Conference on Computational Intelligence and Games (CIG’11) (pp. 102–109). https://doi.org/10.1109/CIG.2011.6031995. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.")
This is an Accepted Manuscript of an article published by ACM. Schrum, J., & Miikkulainen, R. (2015). Solving Interleaved and Blended Sequential Decision-Making Problems Through Modular Neuroevolution. In Proceedings of the 2015 Annual Conference on Genetic and Evolutionary Computation (pp. 345–352). New York, NY, USA: ACM. https://doi.org/10.1145/2739480.2754744
This is an Accepted Manuscript of an article. Schrum, J., & Miikkulainen, R. (2016). Solving Multiple Isolated, Interleaved, and Blended Tasks through Modular Neuroevolution. Evolutionary Computation, 24(3), 459–490. https://doi.org/10.1162/EVCO_a_00181
This is an Accepted Manuscript of an article published in Proceedings of the 2016 on Genetic and Evolutionary Computation Conference Companion (pp. 21–22). New York, NY, USA: ACM. https://doi.org/10.1145/2908961.2908965
This is an article published in 2013 IEEE Global Communications Conference (GLOBECOM) (pp. 3151–3156). http://doi.org/10.1109/GLOCOM.2013.6831556. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.
This is an Accepted Manuscript of an article published by Springer in Graphs and Combinatorics, 2015, 31(6), 1993–2002. http://doi.org/10.1007/s00373-014-1521-2
This is an Accepted Manuscript of an article published in Proceedings of the Fourth Artificial Intelligence and Interactive Digital
Entertainment Conference (AIIDE 2008), pp. 108-113, Stanford, California 2008.
This is an Accepted Manuscript of an article published by IEEE. Schrum, J., Karpov, I. V., & Miikkulainen, R. (2011). UTˆ2: Human-like behavior via neuroevolution of combat behavior and replay of human traces. In 2011 IEEE Conference on Computational Intelligence and Games (CIG’11) (pp. 329–336). https://doi.org/10.1109/CIG.2011.6032024
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This is an Accepted Manuscript of an article published by Springer in Journal of Combinatorial Optimization, 2012, 27(1), 100–114. http://doi.org/10.1007/s10878-012-9581-9
Vazquez, B., Galianni, P., Richmond, M., Robinson, A., Axon, D. J., Horne, K., … Estrada-Carpenter. (2015). Spitzer Space Telescope Measurements of Dust Reverberation Lags in the Seyfert 1 Galaxy NGC 6418. The Astrophysical Journal, 801(2), 127. https://doi.org/10.1088/0004-637X/801/2/127