87 citations · 187 across the 15 of their papers we have counts for
18 papers
Repairing LLM-Generated Specifications with Deterministic Diagnosis
Giovanni Vaccarino, Emanuele La Malfa, Dehai Min +6
Large language models (LLMs) are increasingly used as formalizers: given a reasoning problem expressed in natural language, they produce a formal specification that a symbolic solv…
Procedural Generation of First Person Shooter Maps using Map-Elites
Simone de Donato, Pier Luca Lanzi, Daniele Loiacono
We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map repres…
An Approach to Analyze Niche Evolution in XCS Models
Pier Luca Lanzi
We present an approach to identify and track the evolution of niches in XCS that can be applied to any XCS model and any problem. It exploits the underlying principles of the evolu…
Physics Playground: Insights from a Qualitative-Quantitative Study about VR-Based Learning
Elena Battipede, Antonella Giangualano, Paolo Boffi +8
Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phen…
A Gamified Framework to Assist Therapists with the ABA Therapy for Autism
Matteo Cordioli, Laura Delfino, Alessia Romani +2
We present a framework to assist therapists and children with autism spectrum disorder in their Applied Behavioral Analysis (ABA) therapy. The framework was designed in collaborati…
A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms
Elio Sasso, Daniele Loiacono, Pier Luca Lanzi
We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video gam…
ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design
Pier Luca Lanzi, Daniele Loiacono
Large language models (LLMs) have taken the scientific world by storm, changing the landscape of natural language processing and human-computer interaction. These powerful tools ca…
One Pixel, One Interaction, One Game: An Experiment in Minimalist Game Design
Pier Luca Lanzi, Daniele Loiacono, Alberto Arosio +18
Minimalist game design was introduced a decade ago as a general design principle with a list of key properties for minimalist games: basic controls, simple but aesthetically pleasi…
Distributed Learning Approaches for Automated Chest X-Ray Diagnosis
Edoardo Giacomello, Michele Cataldo, Daniele Loiacono +1
Deep Learning has established in the latest years as a successful approach to address a great variety of tasks. Healthcare is one of the most promising field of application for Dee…
Image Embedding and Model Ensembling for Automated Chest X-Ray Interpretation
Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono +1
Chest X-ray (CXR) is perhaps the most frequently-performed radiological investigation globally. In this work, we present and study several machine learning approaches to develop au…
Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games
Fabrizia Corona, Alex De Vita, Giovanni Filocamo +4
Patients undergoing physical rehabilitation therapy must perform series of exercises regularly over a long period of time to improve, or at least not to worsen, their condition. Re…
Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone
Stefano Di Palma, Pier Luca Lanzi
We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one fo…
Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis
Fabrizia Corona, Rocco M. Chiuri, Giovanni Filocamo +4
Rehabilitation is a painful and tiring process involving series of exercises that patients must repeat over a long period. Unfortunately, patients often grow bored, frustrated, and…
DOOM Level Generation using Generative Adversarial Networks
Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological f…
An Integrated Framework for AI Assisted Level Design in 2D Platformers
Antonio Umberto Aramini, Pier Luca Lanzi, Daniele Loiacono
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framewo…
A Cognitive Architecture Based on a Learning Classifier System with Spiking Classifiers
David Howard, Larry Bull, Pier-Luca Lanzi
Learning Classifier Systems (LCS) are population-based reinforcement learners that were originally designed to model various cognitive phenomena. This paper presents an explicitly…
Simulated Car Racing Championship: Competition Software Manual
Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi
The paper provides a manual for the Simulated Car Racing Championship competition software, covering its architecture, installation steps, example drivers, and the sensors and actu…
A Spiking Neural Learning Classifier System
Gerard Howard, Larry Bull, Pier-Luca Lanzi
Learning Classifier Systems (LCS) are population-based reinforcement learners used in a wide variety of applications. This paper presents a LCS where each traditional rule is repre…