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Sebastian Risi

Sebastian Risi contributes to research discovery and scholarly infrastructure.

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Published work

26 published item(s)

preprint2026arXiv

Digital Red Queen: Adversarial Program Evolution in Core War with LLMs

Large language models (LLMs) are increasingly being used to evolve solutions to problems in many domains, in a process inspired by biological evolution. However, unlike biological evolution, most LLM-evolution frameworks are formulated as static optimization problems, overlooking the open-ended adversarial dynamics that characterize real-world evolutionary processes. Here, we study Digital Red Queen (DRQ), a simple self-play algorithm that embraces these so-called "Red Queen" dynamics via continual adaptation to a changing objective. DRQ uses an LLM to evolve assembly-like programs, called warriors, which compete against each other for control of a virtual machine in the game of Core War, a Turing-complete environment studied in artificial life and connected to cybersecurity. In each round of DRQ, the model evolves a new warrior to defeat all previous ones, producing a sequence of adapted warriors. Over many rounds, we observe that warriors become increasingly general (relative to a set of held-out human warriors). Interestingly, warriors also become less behaviorally diverse across independent runs, indicating a convergence pressure toward a general-purpose behavioral strategy, much like convergent evolution in nature. This result highlights a potential value of shifting from static objectives to dynamic Red Queen objectives. Our work positions Core War as a rich, controllable sandbox for studying adversarial adaptation in artificial systems and for evaluating LLM-based evolution methods. More broadly, the simplicity and effectiveness of DRQ suggest that similarly minimal self-play approaches could prove useful in other more practical multi-agent adversarial domains, like real-world cybersecurity or combating drug resistance.

preprint2026arXiv

Learning Developmental Scaffoldings to Guide Self-Organisation

From subcellular structures to entire organisms, many natural systems generate complex organisation through self-organisation: local interactions that collectively give rise to global structure without any blueprint of the outcome. Yet a significant portion of the information driving such processes is not produced by self-organisation itself, instead, it is often offloaded to initial conditions of the system. Biological development is a prime example, where maternal pre-patterns encode positional and symmetry-breaking information that scaffolds the self-organising process. From maternal morphogen gradients in early embryogenesis to tissue-level morphogenetic pre-patterns guiding organ formation, this transfer of information to initial conditions, analogous to a memory-compute trade-off in computational systems, is a fundamental part of developmental processes. In this work, we study this offloading phenomenon by introducing a model that jointly learns both the self-organisation rules and the pre-patterns, allowing their interplay to be varied and measured under controlled conditions: a Neural Cellular Automaton (NCA) paired with a learned coordinate-based pattern generator (SIREN), both trained simultaneously to generate a set of patterns. We provide information-theoretic analyses of how information is distributed between pre-patterns and the self-organising process, and show that jointly learning both components yields improvements in robustness, encoding capacity, and symmetry breaking over purely self-organising alternatives. Our analysis further suggests that effective pre-patterns do not simply approximate their targets; rather, they bias the developmental dynamics in ways that facilitate convergence, pointing to a non-trivial relationship between the structure of initial conditions and the dynamics of self-organisation.

preprint2026arXiv

Solving Inverse Problems in Stochastic Self-Organizing Systems through Invariant Representations

Self-organizing systems demonstrate how simple local rules can generate complex stochastic patterns. Many natural systems rely on such dynamics, making self-organization central to understanding natural complexity. A fundamental challenge in modeling such systems is solving the inverse problem: finding the unknown causal parameters from macroscopic observations. This task becomes particularly difficult when observations have a strong stochastic component, yielding diverse yet equivalent patterns. Traditional inverse methods fail in this setting, as pixel-wise metrics cannot capture feature similarities between variable outcomes. In this work, we introduce a novel inverse modeling method specifically designed to handle stochasticity in the observable space, leveraging the capacity of visual embeddings to produce robust representations that capture perceptual invariances. By mapping the pattern representations onto an invariant embedding space, we can effectively recover unknown causal parameters without the need for handcrafted objective functions or heuristics. We evaluate the method on three self-organizing systems: a physical, a biological, and a social one; namely, a reaction-diffusion system, a model of embryonic development, and an agent-based model of social segregation. We show that the method reliably recovers parameters despite stochasticity in the pattern outcomes. We further apply the method to real biological patterns, highlighting its potential as a tool for both theorists and experimentalists to investigate the dynamics underlying complex stochastic pattern formation.

preprint2026arXiv

When Does Structure Matter in Continual Learning? Dimensionality Controls When Modularity Shapes Representational Geometry

To preserve previously learned representations, continual learning systems must strike a balance between plasticity, the ability to acquire new knowledge, and stability. This stability-plasticity dilemma affects how representations can be reused across tasks: shared structure enables transfer when tasks are similar but may also induce interference when new learning disrupts existing representations. However, it remains unclear when and why structural separation influences this trade-off. In this study, we examine how network architecture, task similarity, and representational dimensionality jointly shape learning in a sequential task paradigm inspired by transfer-interference studies. We compare a task-partitioned modular recurrent network with a single-module baseline by systematically varying task similarity (low, medium, high) and the scale of weight initialization, which induces different learning regimes that we empirically characterize through the effective dimensionality of the learned representations. We find that architecture has minimal impact in high-dimensional regimes where representations are sufficiently unconstrained to accommodate multiple tasks without strong interference. In contrast, in lower-dimensional (rich) regimes, architectural separation is decisive: modular networks exhibit graded alignment of task-specific subspaces with overlap for similar tasks, partial orthogonalization for moderately dissimilar tasks, and stronger separation for dissimilar tasks. This graded geometry is absent in the single network baseline. Our findings suggest that representational dimensionality acts as a key organizing variable governing when structural separation becomes functionally relevant, and highlight adaptive geometry as a central principle for designing continual learning systems.

preprint2022arXiv

A Unified Substrate for Body-Brain Co-evolution

The discovery of complex multicellular organism development took millions of years of evolution. The genome of such a multicellular organism guides the development of its body from a single cell, including its control system. Our goal is to imitate this natural process using a single neural cellular automaton (NCA) as a genome for modular robotic agents. In the introduced approach, called Neural Cellular Robot Substrate (NCRS), a single NCA guides the growth of a robot and the cellular activity which controls the robot during deployment. We also introduce three benchmark environments, which test the ability of the approach to grow different robot morphologies. In this paper, NCRSs are trained with covariance matrix adaptation evolution strategy (CMA-ES), and covariance matrix adaptation MAP-Elites (CMA-ME) for quality diversity, which we show leads to more diverse robot morphologies with higher fitness scores. While the NCRS can solve the easier tasks from our benchmark environments, the success rate reduces when the difficulty of the task increases. We discuss directions for future work that may facilitate the use of the NCRS approach for more complex domains.

preprint2022arXiv

Goal-Guided Neural Cellular Automata: Learning to Control Self-Organising Systems

Inspired by cellular growth and self-organization, Neural Cellular Automata (NCAs) have been capable of "growing" artificial cells into images, 3D structures, and even functional machines. NCAs are flexible and robust computational systems but -- similarly to many other self-organizing systems -- inherently uncontrollable during and after their growth process. We present an approach to control these type of systems called Goal-Guided Neural Cellular Automata (GoalNCA), which leverages goal encodings to control cell behavior dynamically at every step of cellular growth. This approach enables the NCA to continually change behavior, and in some cases, generalize its behavior to unseen scenarios. We also demonstrate the robustness of the NCA with its ability to preserve task performance, even when only a portion of cells receive goal information.

preprint2022arXiv

Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations

Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but individual segments may not fit together cohesively. In contrast, segments in human designed levels are often repeated, directly or with variation, and organized into patterns (the symmetric eagle in Level 1 of The Legend of Zelda, or repeated pipe motifs in Super Mario Bros). Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs). CPPNs define latent vector GAN inputs as a function of geometry, organizing segments output by a GAN into complete levels. However, collections of latent vectors can also be evolved directly, producing more chaotic levels. We propose a hybrid approach that evolves CPPNs first, but allows latent vectors to evolve later, combining the benefits of both approaches. These approaches are evaluated in Super Mario Bros. and The Legend of Zelda. We previously demonstrated via a Quality-Diversity algorithm that CPPNs better cover the space of possible levels than directly evolved levels. Here, we show that the hybrid approach (1) covers areas that neither of the other methods can, and (2) achieves comparable or superior QD scores.

preprint2022arXiv

HyperNCA: Growing Developmental Networks with Neural Cellular Automata

In contrast to deep reinforcement learning agents, biological neural networks are grown through a self-organized developmental process. Here we propose a new hypernetwork approach to grow artificial neural networks based on neural cellular automata (NCA). Inspired by self-organising systems and information-theoretic approaches to developmental biology, we show that our HyperNCA method can grow neural networks capable of solving common reinforcement learning tasks. Finally, we explore how the same approach can be used to build developmental metamorphosis networks capable of transforming their weights to solve variations of the initial RL task.

preprint2022arXiv

Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry

Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with "Super Mario Bros" and "The Legend of Zelda" levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content.

preprint2022arXiv

Meta-Learning through Hebbian Plasticity in Random Networks

Lifelong learning and adaptability are two defining aspects of biological agents. Modern reinforcement learning (RL) approaches have shown significant progress in solving complex tasks, however once training is concluded, the found solutions are typically static and incapable of adapting to new information or perturbations. While it is still not completely understood how biological brains learn and adapt so efficiently from experience, it is believed that synaptic plasticity plays a prominent role in this process. Inspired by this biological mechanism, we propose a search method that, instead of optimizing the weight parameters of neural networks directly, only searches for synapse-specific Hebbian learning rules that allow the network to continuously self-organize its weights during the lifetime of the agent. We demonstrate our approach on several reinforcement learning tasks with different sensory modalities and more than 450K trainable plasticity parameters. We find that starting from completely random weights, the discovered Hebbian rules enable an agent to navigate a dynamical 2D-pixel environment; likewise they allow a simulated 3D quadrupedal robot to learn how to walk while adapting to morphological damage not seen during training and in the absence of any explicit reward or error signal in less than 100 timesteps. Code is available at https://github.com/enajx/HebbianMetaLearning.

preprint2022arXiv

Minimal Neural Network Models for Permutation Invariant Agents

Organisms in nature have evolved to exhibit flexibility in face of changes to the environment and/or to themselves. Artificial neural networks (ANNs) have proven useful for controlling of artificial agents acting in environments. However, most ANN models used for reinforcement learning-type tasks have a rigid structure that does not allow for varying input sizes. Further, they fail catastrophically if inputs are presented in an ordering unseen during optimization. We find that these two ANN inflexibilities can be mitigated and their solutions are simple and highly related. For permutation invariance, no optimized parameters can be tied to a specific index of the input elements. For size invariance, inputs must be projected onto a common space that does not grow with the number of projections. Based on these restrictions, we construct a conceptually simple model that exhibit flexibility most ANNs lack. We demonstrate the model's properties on multiple control problems, and show that it can cope with even very rapid permutations of input indices, as well as changes in input size. Ablation studies show that is possible to achieve these properties with simple feedforward structures, but that it is much easier to optimize recurrent structures.

preprint2022arXiv

Physical Neural Cellular Automata for 2D Shape Classification

Materials with the ability to self-classify their own shape have the potential to advance a wide range of engineering applications and industries. Biological systems possess the ability not only to self-reconfigure but also to self-classify themselves to determine a general shape and function. Previous work into modular robotics systems has only enabled self-recognition and self-reconfiguration into a specific target shape, missing the inherent robustness present in nature to self-classify. In this paper we therefore take advantage of recent advances in deep learning and neural cellular automata, and present a simple modular 2D robotic system that can infer its own class of shape through the local communication of its components. Furthermore, we show that our system can be successfully transferred to hardware which thus opens opportunities for future self-classifying machines. Code available at https://github.com/kattwalker/projectcube. Video available at https://youtu.be/0TCOkE4keyc.

preprint2022arXiv

Variational Neural Cellular Automata

In nature, the process of cellular growth and differentiation has lead to an amazing diversity of organisms -- algae, starfish, giant sequoia, tardigrades, and orcas are all created by the same generative process. Inspired by the incredible diversity of this biological generative process, we propose a generative model, the Variational Neural Cellular Automata (VNCA), which is loosely inspired by the biological processes of cellular growth and differentiation. Unlike previous related works, the VNCA is a proper probabilistic generative model, and we evaluate it according to best practices. We find that the VNCA learns to reconstruct samples well and that despite its relatively few parameters and simple local-only communication, the VNCA can learn to generate a large variety of output from information encoded in a common vector format. While there is a significant gap to the current state-of-the-art in terms of generative modeling performance, we show that the VNCA can learn a purely self-organizing generative process of data. Additionally, we show that the VNCA can learn a distribution of stable attractors that can recover from significant damage.

preprint2021arXiv

Deep Innovation Protection: Confronting the Credit Assignment Problem in Training Heterogeneous Neural Architectures

Deep reinforcement learning approaches have shown impressive results in a variety of different domains, however, more complex heterogeneous architectures such as world models require the different neural components to be trained separately instead of end-to-end. While a simple genetic algorithm recently showed end-to-end training is possible, it failed to solve a more complex 3D task. This paper presents a method called Deep Innovation Protection (DIP) that addresses the credit assignment problem in training complex heterogenous neural network models end-to-end for such environments. The main idea behind the approach is to employ multiobjective optimization to temporally reduce the selection pressure on specific components in multi-component network, allowing other components to adapt. We investigate the emergent representations of these evolved networks, which learn to predict properties important for the survival of the agent, without the need for a specific forward-prediction loss.

preprint2021arXiv

iNNk: A Multi-Player Game to Deceive a Neural Network

This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this game, we aim to foster a playful environment where players can, in a small way, go from passive consumers of NN applications to creative thinkers and critical challengers.

preprint2021arXiv

Player-AI Interaction: What Neural Network Games Reveal About AI as Play

The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.

preprint2021arXiv

Regenerating Soft Robots through Neural Cellular Automata

Morphological regeneration is an important feature that highlights the environmental adaptive capacity of biological systems. Lack of this regenerative capacity significantly limits the resilience of machines and the environments they can operate in. To aid in addressing this gap, we develop an approach for simulated soft robots to regrow parts of their morphology when being damaged. Although numerical simulations using soft robots have played an important role in their design, evolving soft robots with regenerative capabilities have so far received comparable little attention. Here we propose a model for soft robots that regenerate through a neural cellular automata. Importantly, this approach only relies on local cell information to regrow damaged components, opening interesting possibilities for physical regenerable soft robots in the future. Our approach allows simulated soft robots that are damaged to partially regenerate their original morphology through local cell interactions alone and regain some of their ability to locomote. These results take a step towards equipping artificial systems with regenerative capacities and could potentially allow for more robust operations in a variety of situations and environments. The code for the experiments in this paper is available at: \url{github.com/KazuyaHoribe/RegeneratingSoftRobots}.

preprint2020arXiv

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular we augment the neighborhood of a Markov Random Fields approach to not only take local but also symmetric positional information into account. We conduct several empirical tests including a user study that show the improvements achieved by the proposed modifications, and obtain promising results.

preprint2020arXiv

CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation

Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no obvious way of combining multiple GAN outputs into a cohesive whole, which would be useful in many areas, such as the generation of video game levels. Game levels often consist of several segments, sometimes repeated directly or with variation, organized into an engaging pattern. Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs). Specifically, a CPPN can define latent vector GAN inputs as a function of geometry, which provides a way to organize level segments output by a GAN into a complete level. This new CPPN2GAN approach is validated in both Super Mario Bros. and The Legend of Zelda. Specifically, divergent search via MAP-Elites demonstrates that CPPN2GAN can better cover the space of possible levels. The layouts of the resulting levels are also more cohesive and aesthetically consistent.

preprint2020arXiv

crea.blender: A Neural Network-Based Image Generation Game to Assess Creativity

We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine Learning) collaborate on a creative task. This human-computer collaboration raises questions about the relevance and level of human creativity and involvement in the process. We expand on, and explore aspects of these questions in this pilot study. We observe participants play through three different play modes in crea.blender, each aligned with established creativity assessment methods. In these modes, players "blend" existing images into new images under varying constraints. Our study indicates that crea.blender provides a playful experience, affords players a sense of control over the interface, and elicits different types of player behavior, supporting further study of the tool for use in a scalable, playful, creativity assessment.

preprint2020arXiv

Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error

Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.

preprint2020arXiv

From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI

This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was for a long time not very well recognized by the larger scientific community, it has established itself as a research area for developing and testing the most advanced forms of AI algorithms and articles covering advances in mastering video games such as StarCraft 2 and Quake III appear in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent developments, including that advances in Game AI are starting to be extended to areas outside of games, such as robotics or the synthesis of chemicals. In this article, we review the algorithms and methods that have paved the way for these breakthroughs, report on the other important areas of Game AI research, and also point out exciting directions for the future of Game AI.

preprint2020arXiv

Increasing Generality in Machine Learning through Procedural Content Generation

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods have been devised by game developers. Additionally, researchers have explored adapting methods from machine learning, optimization, and constraint solving to PCG problems. Games have been widely used in AI research since the inception of the field, and in recent years have been used to develop and benchmark new machine learning algorithms. Through this practice, it has become more apparent that these algorithms are susceptible to overfitting. Often, an algorithm will not learn a general policy, but instead a policy that will only work for a particular version of a particular task with particular initial parameters. In response, researchers have begun exploring randomization of problem parameters to counteract such overfitting and to allow trained policies to more easily transfer from one environment to another, such as from a simulated robot to a robot in the real world. Here we review the large amount of existing work on PCG, which we believe has an important role to play in increasing the generality of machine learning methods. The main goal here is to present RL/AI with new tools from the PCG toolbox, and its secondary goal is to explain to game developers and researchers a way in which their work is relevant to AI research.

preprint2020arXiv

Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks

Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable Evolution (LVE) has recently been applied to game levels. However, it is hard for objective scores to capture level features that are appealing to players. Therefore, this paper introduces a tool for interactive LVE of tile-based levels for games. The tool also allows for direct exploration of the latent dimensions, and allows users to play discovered levels. The tool works for a variety of GAN models trained for both Super Mario Bros. and The Legend of Zelda, and is easily generalizable to other games. A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels. User feedback also indicates how this system could eventually grow into a commercial design tool, with the addition of a few enhancements.

preprint2020arXiv

Revealing Neural Network Bias to Non-Experts Through Interactive Counterfactual Examples

AI algorithms are not immune to biases. Traditionally, non-experts have little control in uncovering potential social bias (e.g., gender bias) in the algorithms that may impact their lives. We present a preliminary design for an interactive visualization tool CEB to reveal biases in a commonly used AI method, Neural Networks (NN). CEB combines counterfactual examples and abstraction of an NN decision process to empower non-experts to detect bias. This paper presents the design of CEB and initial findings of an expert panel (n=6) with AI, HCI, and Social science experts.

preprint2020arXiv

Safe Reinforcement Learning through Meta-learned Instincts

An important goal in reinforcement learning is to create agents that can quickly adapt to new goals while avoiding situations that might cause damage to themselves or their environments. One way agents learn is through exploration mechanisms, which are needed to discover new policies. However, in deep reinforcement learning, exploration is normally done by injecting noise in the action space. While performing well in many domains, this setup has the inherent risk that the noisy actions performed by the agent lead to unsafe states in the environment. Here we introduce a novel approach called Meta-Learned Instinctual Networks (MLIN) that allows agents to safely learn during their lifetime while avoiding potentially hazardous states. At the core of the approach is a plastic network trained through reinforcement learning and an evolved "instinctual" network, which does not change during the agent's lifetime but can modulate the noisy output of the plastic network. We test our idea on a simple 2D navigation task with no-go zones, in which the agent has to learn to approach new targets during deployment. MLIN outperforms standard meta-trained networks and allows agents to learn to navigate to new targets without colliding with any of the no-go zones. These results suggest that meta-learning augmented with an instinctual network is a promising new approach for safe AI, which may enable progress in this area on a variety of different domains.