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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 DBLP: Loiacono:Daniele

Contributed to:

CIG 20082008
CIG 20092009
CIG 20102010
CIG 20112011
CIG 20122012
CIG 20142014
CIG 20172017
CoG 20192019

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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.