Daniele Loiacono

Dr. Daniele Loiacono

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Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 May 2010 in IEEE Transactions on Computational Intelligence and AI in Games
Verified
Journal Article
Closed access
DLDaniele Loiacono
Daniele Loiacono
PLPier Luca Lanzi
Pier Luca Lanzi
JTJulian Togelius
Julian Togelius
Enrique OnievaEnrique Onieva
Enrique Onieva
David A. PeltaDavid A. Pelta
David A. Pelta
JQJan Quadflieg
Jan Quadflieg
In this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009 ACM Genetic and Evolutionary Computation Conference (GECCO), and the 2009 IEEE Symposium on Computational Intelligence and Games (CIG). First, we describe the competition regulations and the software framework. Then, the five best teams describe the methods of computational intelligence they used to develop their drivers and the lessons they learned from the participation in the championship. The organizers provide short summaries of the other competitors. Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of scientific competitions.

15 March 2022 in Engineering Applications of Artificial Intelligence
Verified
Journal Article
Closed access
AKAlper Kanyilmaz
Alper Kanyilmaz
PTPatricia Raquel Navarro Tichell
Patricia Raquel Navarro Tichell
DLDaniele Loiacono
Daniele Loiacono

1 July 2010
Verified
Conference Paper
Closed access
DLDaniele Loiacono
Daniele Loiacono
APAlessandro Prete
Alessandro Prete
PLPier Luca Lanzi
Pier Luca Lanzi
LCLuigi Cardamone
Luigi Cardamone
In modern racing games programming non-player characters with believable and sophisticated behaviors is getting increasingly challenging. Recently, several works in the literature suggested that computational intelligence can provide effective solutions to support the development process of NPCs. In this paper, we applied the Behavior Analysis and Training (BAT) methodology to define a behavior-based architecture for the NPCs in The Open Racing Car Simulator (TORCS), a well-known open source racing game. Then, we focused on two major overtaking behaviors: (i) the overtaking of a fast opponent either on a straight stretch or on a large bend; (ii) the overtaking on a tight bend, which typically requires a rather advanced braking policy. We applied simple reinforcement learning, namely Q-learning, to learn both these overtaking behaviors. We tested our approach in several overtaking situations and compared the learned behaviors against one of the best NPC provided with TORCS. Our results suggest that, exploiting the proposed behavior-based architecture, Q-learning can effectively learn sophisticated behaviors and outperform programmed NPCs. In addition, we also show that the same approach can be successfully applied to adapt a previously learned behavior to a dynamically changing game situation.

12 July 2011
Verified
Conference Paper
Open access
PDF file
LCLuigi Cardamone
Luigi Cardamone
DLDaniele Loiacono
Daniele Loiacono
PLPier Luca Lanzi
Pier Luca Lanzi
We present a framework for the procedural generation of tracks for a high-end car racing game (TORCS) using interactive evolution. The framework maintains multiple populations and allow users to work both on their own population (in single-user mode) or to collaborate with other users on a shared population. Our architecture comprises a web frontend and an evolutionary backend. The former manages the interaction with users (e.g., logs registered and anonymous users, collects evaluations, provides access to all the evolved populations) and maintains the database server that stores all the present/past populations. The latter runs all the tasks related to evolution (selection, recombination and mutation) and all the tasks related to the target racing game (e.g., the track generation). We performed two sets of experiments involving five human subjects to evolve racing tracks alone (in a single-user mode) or cooperatively. Our preliminary results on five human subjects show that, in all the experiments, there is an increase of users' satisfaction as the evolution proceeds. Users stated that they perceived improvements in the quality of the individuals between subsequent populations and that, at the end, the process produced interesting tracks.

1 December 2008
Verified
Conference Paper
Closed access
DLDaniele Loiacono
Daniele Loiacono
JTJulian Togelius
Julian Togelius
PLPier Luca Lanzi
Pier Luca Lanzi
LKLeonard Kinnaird-Heether
Leonard Kinnaird-Heether
SLSimon M. Lucas
Simon M. Lucas
Yago AchaerandioYago Achaerandio
Yago Achaerandio
This paper describes the simulated car racing competition held in association with the IEEE WCCI 2008 conference. The organization of the competition is described, along with the rules, the software used, and the submitted car racing controllers. The results of the competition are presented, followed by a discussion about what can be learned from this competition, both about learning controllers with evolutionary methods and about competition organization. The paper is co-authored by the organizers and participants of the competition.