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Real-time genetic algorithm library for the Godot game engine.

An implementation of rtNEAT by Kenneth O. Stanley for neuroevolution in a real-time, persistent environment within the Godot game engine. Building on concepts from adaptations like "SharpNEAT" and "NEAT for Godot", this project shifts to a pooled evaluation format. This approach keeps genomes continuously active in the environment, with real-time swapping of underperforming genomes for ongoing optimization.

This project is written in GDScript for Godot 4.2.1

FAQ

See the wiki for general information: wiki

  • About the engine see the official site Godot or the wiki overview
  • How to use this for a project: Usage
  • What are the demos: Demos

What is missing...

  • Saving and loading genomes
  • Saving and loading scenes
  • Binary with saving and loading

Special thanks to Paul Straberger for the first NEAT for Godot implementation. This project reuses the config loading and low-level datastructures from NEAT for Godot

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Adaptation of rtNEAT for the Godot (4.2.1) game engine

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