Collaborated with:
P.L.Lanzi Luigi Cardamone Luca Galli Luca Arnaboldi Marco Ballabio Julian Togelius Riccardo Stucchi Edoardo Giacomello Alessandro Pietro Bardelli Enrique Onieva Antonio Caiazzo Matteo Botta Vincenzo Gautieri Leonard Kinnaird-Heether S.M.Lucas Matt Simmerson Diego Perez Liebana R.G.Reynolds Yago Sáez
Talks about:
race (6) tournament (3) unreal (3) learn (3) evolv (3) use (3) behavior (2) shooter (2) generat (2) search (2)
Person: Daniele Loiacono
DBLP: Loiacono:Daniele
Contributed to:
Wrote 14 papers:
- 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-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.
- CIG-2017-LoiaconoA #behaviour #evolution
- Fight or flight: Evolving maps for cube 2 to foster a fleeing behavior (DL, LA), pp. 199–206.
- CoG-2019-BallabioL #heuristic #multi
- Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters (MB, DL), 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.