618 results on '"Lanzi, Pier Luca"'
Search Results
152. Evaluating the Complexity of Players’ Strategies using MCTS Iterations
153. Introduction to the special issue on learning classifier systems
154. Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone
155. Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis
156. DOOM Level Generation Using Generative Adversarial Networks
157. An Integrated Framework for AI Assisted Level Design in 2D Platformers
158. Rhythmic Reading Training (RRT)
159. Mining constraint violations
160. Rhythmic Reading Training (RRT)
161. Intelligent Game Engine for Rehabilitation (IGER)
162. How should Learning Classifier Systems cover a state-action space?
163. Improving reading skills in students with dyslexia: The efficacy of a sublessical training with rhythmic background
164. Procedural Content Generation: Goals, Challenges and Actionable Steps
165. Robust Silhouette Extraction from Kinect
166. Transfer Learning, Soft Distance-Based Bias, and the Hierarchical BOAParallel Problem Solving from Nature - PPSN XII
167. Enhancing Learning Capabilities by XCS with Best Action MappingParallel Problem Solving from Nature - PPSN XII
168. XCS with Adaptive Action MappingSimulated Evolution and Learning
169. A cheating detection framework for Unreal Tournament III: A machine learning approach2011 IEEE Conference on Computational Intelligence and Games (CIG'11)
170. Transfer of driving behaviors across different racing games2011 IEEE Conference on Computational Intelligence and Games (CIG'11)
171. Evolving interesting maps for a first person shooter
172. Improving reading skills in students with dyslexia: the efficacy of a sublexical training with rhythmic background
173. A Cognitive Architecture Based on a Learning Classifier System with Spiking Classifiers
174. How should learning classifier systems cover a state-action space?
175. XCSF with tile coding in discontinuous action-value landscapes
176. Rule reduction by selection strategy in XCS with adaptive action map
177. TrackGen: An interactive track generator for TORCS and Speed-Dreams
178. Speeding Up Matching in Learning Classifier Systems Using CUDALearning Classifier Systems
179. Recursive Least Squares and Quadratic Prediction in Continuous Multistep ProblemsLearning Classifier Systems
180. Introduction to the special issue on learning classifier systems
181. Real-Coded Extended Compact Genetic Algorithm
182. Effect of Pure Error-Based Fitness in XCS
183. Real-Coded Extended Compact Genetic Algorithm Based on Mixtures of Models
184. Fuzzy Tactics: A scripting game that leverages fuzzy logic as an engaging game mechanic
185. Evolving maps for match balancing in first person shooters
186. Applying data mining to extract design patterns from Unreal Tournament levels
187. Complete action map or best action map in accuracy-based reinforcement learning classifier systems
188. Learning classifier systems
189. Procedural Content Generation: Goals, Challenges and Actionable Steps
190. Simulated Car Racing Championship: Competition Software Manual
191. Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture
192. Mining Association Rules from XML Data
193. Automatic Tuning of Computational Models.
194. Algorithms Based on Computational Intelligence for Autonomous Physical Rehabilitation at Home.
195. Transfer Learning, Soft Distance-Based Bias, and the Hierarchical BOA
196. A Spiking Neural Learning Classifier System
197. Tuning mobile game design using data mining
198. The design of a comprehensive game engine for rehabilitation
199. Selection strategy for XCS with adaptive action mapping
200. Ant Colony Optimization for mapping, scheduling and placing in reconfigurable systems
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