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Travelled to:
1 × France
2 × USA
Collaborated with:
Daniele Loiacono Luigi Cardamone Luca Galli G.Psaila M.Richeldi Julian Togelius L.Baresi M.Miraz Riccardo Stucchi Edoardo Giacomello Alessandro Pietro Bardelli Enrique Onieva Antonio Caiazzo Matteo Botta Vincenzo Gautieri D.Braga A.Campi S.Ceri M.Klemettinen Michele Pirovano Renato Mainetti Gabriel Baud-Bovy N. Alberto Borghese Leonard Kinnaird-Heether S.M.Lucas Matt Simmerson Diego Perez Liebana R.G.Reynolds Yago Sáez
Talks about:
race (6) data (4) use (4) tournament (3) unreal (3) learn (3) game (3) strategi (2) approach (2) generat (2)

Person: Pier Luca Lanzi

DBLP DBLP: Lanzi:Pier_Luca

Facilitated 1 volumes:

CIG 2009Ed

Contributed to:

ICST 20102010
SAC 20032003
SAC 20002000
KDD 19961996
CIG 20082008
CIG 20092009
CIG 20102010
CIG 20112011
CIG 20122012
CIG 20142014
CoG 20192019

Wrote 18 papers:

ICST-2010-BaresiLM #approach #java #named
TestFul: An Evolutionary Test Approach for Java (LB, PLL, MM), pp. 185–194.
SAC-2003-BragaCCKL #xml
Discovering Interesting Information in XML Data with Association Rules (DB, AC, SC, MK, PLL), pp. 450–454.
SAC-2000-PsailaL #mining
Hierarchy-based Mining of Association Rules in Data Warehouses (GP, PLL), pp. 307–312.
KDD-1996-RicheldiL #effectiveness #feature model
Performing Effective Feature Selection by Investigating the Deep Structure of the Data (MR, PLL), pp. 379–383.
CIG-2008-LoiaconoTLKLSPRS #contest
The WCCI 2008 simulated car racing competition (DL, JT, PLL, LKH, SML, MS, DPL, RGR, YS), pp. 119–126.
CIG-2009-CardamoneLL #learning #using
Learning drivers for TORCS through imitation using supervised methods (LC, DL, PLL), pp. 148–155.
CIG-2009-GalliLL #learning #policy
Learning a context-aware weapon selection policy for Unreal Tournament III (LG, DL, PLL), pp. 310–316.
CIG-2009-LoiaconoTL
Simulated car racing (DL, JT, PLL).
CIG-2010-CardamoneLLB #algorithm #search-based #using
Searching for the optimal racing line using genetic algorithms (LC, DL, PLL, APB), pp. 388–394.
CIG-2010-OnievaCLL #fuzzy #logic #using
Overtaking opponents with blocking strategies using fuzzy logic (EO, LC, DL, PLL), pp. 123–130.
CIG-2011-CardamoneCLL #behaviour #game studies
Transfer of driving behaviors across different racing games (LC, AC, DL, PLL), pp. 227–234.
CIG-2011-GalliLCL #approach #detection #framework #machine learning
A cheating detection framework for Unreal Tournament III: A machine learning approach (LG, DL, LC, PLL), pp. 266–272.
CIG-2012-BottaGLL #evolution #game studies
Evolving the optimal racing line in a high-end racing game (MB, VG, DL, PLL), pp. 108–115.
CIG-2012-PirovanoMBLB #adaptation #game studies #self
Self-adaptive games for rehabilitation at home (MP, RM, GBB, PLL, NAB), pp. 179–186.
CIG-2014-GalliLL #data mining #design pattern #mining
Applying data mining to extract design patterns from Unreal Tournament levels (LG, PLL, DL), pp. 1–8.
CIG-2014-LanziLS #evolution
Evolving maps for match balancing in first person shooters (PLL, DL, RS), pp. 1–8.
CoG-2019-GiacomelloLL #generative #network
Searching the Latent Space of a Generative Adversarial Network to Generate DOOM Levels (EG, PLL, DL), pp. 1–8.
CoG-2019-Lanzi #complexity #using
Evaluating the Complexity of Players' Strategies using MCTS Iterations (PLL), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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