Daniele Loiacono

Orcid: 0000-0002-5355-0634

According to our database1, Daniele Loiacono authored at least 87 papers between 2005 and 2024.

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Bibliography

2024
Deep Learning-Based Auto-Segmentation of Planning Target Volume for Total Marrow and Lymph Node Irradiation.
CoRR, 2024

2023
An analysis of DOOM level generation using Generative Adversarial Networks.
Entertain. Comput., May, 2023

A virtual reality classroom to teach and explore crystal solid state structures.
Multim. Tools Appl., February, 2023

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms.
CoRR, 2023

ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design.
Proceedings of the Genetic and Evolutionary Computation Conference, 2023

Ensemble Methods for Multi-Organ Segmentation in CT series.
Proceedings of the 36th IEEE International Symposium on Computer-Based Medical Systems, 2023

Comparing Adversarial and Supervised Learning for Organs at Risk Segmentation in CT images.
Proceedings of the 36th IEEE International Symposium on Computer-Based Medical Systems, 2023

Segmentation of Planning Target Volume in CT Series for Total Marrow Irradiation Using U-Net.
Proceedings of the 36th IEEE International Symposium on Computer-Based Medical Systems, 2023

2022
A genetic algorithm tool for conceptual structural design with cost and embodied carbon optimization.
Eng. Appl. Artif. Intell., 2022

One Pixel, One Interaction, One Game: An Experiment in Minimalist Game Design.
CoRR, 2022

Are 3D better than 2D Convolutional Neural Networks for Medical Imaging Semantic Segmentation?
Proceedings of the International Joint Conference on Neural Networks, 2022

A human-centric AI-driven framework for exploring large and complex datasets.
Proceedings of the Sixth International Workshop on Cultures of Participation in the Digital Age: AI for Humans or Humans for AI? co-located with the International Conference on Advanced Visual Interfaces (AVI 2022), 2022

2021
Distributed Learning Approaches for Automated Chest X-Ray Diagnosis.
CoRR, 2021

Chest X-Rays Image Classification from $\beta{-}$ Variational Autoencoders Latent Features.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2021

Image Embedding and Model Ensembling for Automated Chest X-Ray Interpretation.
Proceedings of the International Joint Conference on Neural Networks, 2021

2020
An Educational Experience to Raise Awareness About Space Debris.
IEEE Access, 2020

A Framework to Create Collaborative Games for Team Building using Procedural Content Generation.
Proceedings of the 2020 IEEE Symposium Series on Computational Intelligence, 2020

Short-Term Trajectory Planning in TORCS using Deep Reinforcement Learning.
Proceedings of the 2020 IEEE Symposium Series on Computational Intelligence, 2020

Brain Magnetic Resonance Imaging Generation using Generative Adversarial Networks.
Proceedings of the 2020 IEEE Symposium Series on Computational Intelligence, 2020

Brain MRI Tumor Segmentation with Adversarial Networks.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020

Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Multiobjective Evolutionary Map Design for Cube 2: Sauerbraten.
IEEE Trans. Games, 2019

Transfer Brain MRI Tumor Segmentation Models Across Modalities with Adversarial Networks.
CoRR, 2019

Searching the Latent Space of a Generative Adversarial Network to Generate DOOM Levels.
Proceedings of the IEEE Conference on Games, 2019

Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters.
Proceedings of the IEEE Conference on Games, 2019

2018
DOOM Level Generation Using Generative Adversarial Networks.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

An Integrated Framework for AI Assisted Level Design in 2D Platformers.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

Robo<sup>3</sup>: A Puzzle Game to Learn Coding.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

2017
Fight or flight: Evolving maps for cube 2 to foster a fleeing behavior.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

2015
XCSF with tile coding in discontinuous action-value landscapes.
Evol. Intell., 2015

TrackGen: An interactive track generator for TORCS and Speed-Dreams.
Appl. Soft Comput., 2015

Volcano: An interactive sword generator.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Procedural weapons generation for unreal tournament III.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

2014
Special issue on GECCO competitions.
Genet. Program. Evolvable Mach., 2014

Gene I. Sher: Handbook of neuroevolution through Erlang - Springer, 2013, ISBN: 978-1461444626, pp 831, $189.
Genet. Program. Evolvable Mach., 2014

Evolving maps for match balancing in first person shooters.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Applying data mining to extract design patterns from Unreal Tournament levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture.
Expert Syst. Appl., 2013

Simulated Car Racing Championship: Competition Software Manual
CoRR, 2013

Computational intelligence and games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Tuning mobile game design using data mining.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

Player Modeling.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

2012
Special issue on advances in learning classifier systems.
Evol. Intell., 2012

Computational intelligence in games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2012

Evolving the optimal racing line in a high-end racing game.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Learning, evolution and adaptation in racing games.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

2011
Automatic Track Generation for High-End Racing Games Using Evolutionary Computation.
IEEE Trans. Comput. Intell. AI Games, 2011

Fast prediction computation in learning classifier systems using CUDA.
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011

Interactive evolution for the procedural generation of tracks in a high-end racing game.
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011

A cheating detection framework for Unreal Tournament III: A machine learning approach.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Transfer of driving behaviors across different racing games.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

2010
The 2009 Simulated Car Racing Championship.
IEEE Trans. Comput. Intell. AI Games, 2010

Learning to Drive in the Open Racing Car Simulator Using Online Neuroevolution.
IEEE Trans. Comput. Intell. AI Games, 2010

Overtaking opponents with blocking strategies using fuzzy logic.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Searching for the optimal racing line using genetic algorithms.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Learning to overtake in TORCS using simple reinforcement learning.
Proceedings of the IEEE Congress on Evolutionary Computation, 2010

Applying cooperative coevolution to compete in the 2009 TORCS Endurance World Championship.
Proceedings of the IEEE Congress on Evolutionary Computation, 2010

2009
Speeding Up Matching in Learning Classifier Systems Using CUDA.
Proceedings of the Learning Classifier Systems, 2009

Evolving competitive car controllers for racing games with neuroevolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2009

Simulated car racing.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Learning a context-aware weapon selection policy for Unreal Tournament III.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Learning drivers for TORCS through imitation using supervised methods.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

On-line neuroevolution applied to The Open Racing Car Simulator.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009

2008
A Multi-objective Genetic Algorithm for Design Space Exploration in High-Level Synthesis.
Proceedings of the IEEE Computer Society Annual Symposium on VLSI, 2008

Recursive least squares and quadratic prediction in continuous multistep problems.
Proceedings of the Genetic and Evolutionary Computation Conference, 2008

An analysis of matching in learning classifier systems.
Proceedings of the Genetic and Evolutionary Computation Conference, 2008

Tile Coding Based on Hyperplane Tiles.
Proceedings of the Recent Advances in Reinforcement Learning, 8th European Workshop, 2008

The WCCI 2008 simulated car racing competition.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

High-level synthesis with multi-objective genetic algorithm: A comparative encoding analysis.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

Computed prediction in binary multistep problems.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

Evolving classifier ensembles with voting predictors.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

2007
Synchronization in Ecological Networks: a Byproduct of Darwinian Evolution?
Int. J. Bifurc. Chaos, 2007

Generalization in the XCSF Classifier System: Analysis, Improvement, and Extension.
Evol. Comput., 2007

Analysis and Improvements of the Classifier Error Estimate in XCSF.
Proceedings of the Learning Classifier Systems, 2007

Evolving Classifiers Ensembles with Heterogeneous Predictors.
Proceedings of the Learning Classifier Systems, 2007

Support vector regression for classifier prediction.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Classifier systems that compute action mappings.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Support vector machines for computing action mappings in learning classifier systems.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

2006
Prediction update algorithms for XCSF: RLS, Kalman filter, and gain adaptation.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006

Classifier prediction based on tile coding.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006

Standard and averaging reinforcement learning in XCS.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006

XCSF with Neural Prediction.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

2005
Improving generalization in the XCSF classifier system using linear least-squares.
Proceedings of the Genetic and Evolutionary Computation Conference, 2005

XCS with computed prediction in multistep environments.
Proceedings of the Genetic and Evolutionary Computation Conference, 2005

Extending XCSF beyond linear approximation.
Proceedings of the Genetic and Evolutionary Computation Conference, 2005

XCS with computed prediction in continuous multistep environments.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005

XCS with computed prediction for the learning of Boolean functions.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005


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