Luigi Cardamone

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In this paper, we apply imitation learning to develop drivers for The Open Racing Car Simulator (TORCS). Our approach can be classified as a direct method in that it applies supervised learning to learn car racing behaviors from the data collected from other drivers. In the literature, this approach is known to have led to extremely poor performance with(More)
The structural protein elastin endows large arteries with unique biological functionality and mechanical integrity, hence its disorganization, fragmentation, or degradation can have important consequences on the progression and treatment of vascular diseases. There is, therefore, a need in arterial mechanics to move from materially uniform,(More)
Arteries exhibit a remarkable ability to adapt to sustained alterations in biomechanical loading, probably via mechanisms that are similarly involved in many arterial pathologies and responses to treatment. Of particular note, diverse data suggest that cell and matrix turnover within vasoaltered states enables arteries to adapt to sustained changes in blood(More)
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(More)
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(More)
This manual describes the competition software for the Simulated Car Racing Championship, an international competition held at major conferences in the field of Evolutionary Computation and in the field of Computational Intelligence and Games. It provides an overview of the architecture, the instructions to install the software and to run the simple drivers(More)
Finding the racing line to follow on the track is at the root of the development of any controller in racing games. In commercial games this issue is usually addressed by using human-designed racing lines provided by domain experts and represents a rather time consuming process. In this paper we introduce a novel approach to compute the racing line without(More)
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with near-infinite replay value and capability to adapt to the skills and preferences of individual players. We propose a(More)
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(More)