Pier Luca Lanzi

AI
h-index50
13papers
280citations
Novelty28%
AI Score37

13 Papers

AIFeb 9, 2023
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 can answer complex questions and, surprisingly, perform challenging creative tasks (e.g., generate code and applications to solve problems, write stories, pieces of music, etc.). In this paper, we present a collaborative game design framework that combines interactive evolution and large language models to simulate the typical human design process. We use the former to exploit users' feedback for selecting the most promising ideas and large language models for a very complex creative task - the recombination and variation of ideas. In our framework, the process starts with a brief and a set of candidate designs, either generated using a language model or proposed by the users. Next, users collaborate on the design process by providing feedback to an interactive genetic algorithm that selects, recombines, and mutates the most promising designs. We evaluated our framework on three game design tasks with human designers who collaborated remotely.

16.6AIMay 28
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 representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps. We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps. Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.

NEMar 19, 2025
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 evolutionary component of XCS, and therefore, it is independent of the representation used. It also employs information already available in XCS and thus requires minimal modifications to an existing XCS implementation. We present experiments on binary single-step and multi-step problems involving non-overlapping and highly overlapping solutions. We show that our approach can identify and evaluate the number of niches in the population; it also show that it can be used to identify the composition of active niches to as to track their evolution over time, allowing for a more in-depth analysis of XCS behavior.

GRDec 29, 2023
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 game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.

LGOct 4, 2021
Distributed Learning Approaches for Automated Chest X-Ray Diagnosis

Edoardo Giacomello, Michele Cataldo, Daniele Loiacono et al.

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 Deep Learning approaches since it would allow to help clinicians to analyze patient data and perform diagnoses. However, despite the vast amount of data collected every year in hospitals and other clinical institutes, privacy regulations on sensitive data - such as those related to health - pose a serious challenge to the application of these methods. In this work, we focus on strategies to cope with privacy issues when a consortium of healthcare institutions needs to train machine learning models for identifying a particular disease, comparing the performances of two recent distributed learning approaches - Federated Learning and Split Learning - on the task of Automated Chest X-Ray Diagnosis. In particular, in our analysis we investigated the impact of different data distributions in client data and the possible policies on the frequency of data exchange between the institutions.

CVMay 5, 2021
Image Embedding and Model Ensembling for Automated Chest X-Ray Interpretation

Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono et al.

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 automated CXR diagnostic models. In particular, we trained several Convolutional Neural Networks (CNN) on the CheXpert dataset, a large collection of more than 200k CXR labeled images. Then, we used the trained CNNs to compute embeddings of the CXR images, in order to train two sets of tree-based classifiers from them. Finally, we described and compared three ensembling strategies to combine together the classifiers trained. Rather than expecting some performance-wise benefits, our goal in this work is showing that the above two methodologies, i.e., the extraction of image embeddings and models ensembling, can be effective and viable to solve tasks that require medical imaging understanding. Our results in that perspective are encouraging and worthy of further investigation.

HCJun 3, 2020
Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games

Fabrizia Corona, Alex De Vita, Giovanni Filocamo et al.

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. Rehabilitation can easily become boring because of the tedious repetition of simple exercises, which can also cause mild pain and discomfort. As a consequence, patients often fail to follow their rehabilitation schedule with the required regularity, thus endangering their recovery. In the last decade, video games have become largely popular and the availability of advanced input controllers has made them a viable approach to make physical rehabilitation more entertaining while increasing patients motivation. In this paper, we present a framework integrating serious games for the lower-limb rehabilitation of children suffering from Juvenile Idiopathic Arthritis (JIA). The framework comprises games that implement parts of the therapeutic protocol followed by the young patients and provides modules to tune, control, record, and analyze the therapeutic sessions. We present the result of a preliminary validation we performed with patients at the clinic under therapists supervision. The feedback we received has been overall very positive both from patients, who enjoyed performing their usual therapy using video games, and therapists, who liked how the games could keep the children engaged and motivated while performing the usual therapeutic routine.

AIJul 18, 2018
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 for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected, the cheating MCTS outperforms all the other strategies; ISMCTS is stronger than all the rule-based players implementing well-known and most advanced strategies and it also turns out to be a challenging opponent for human players.

HCMay 2, 2018
Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis

Fabrizia Corona, Rocco M. Chiuri, Giovanni Filocamo et al.

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 lose motivation making rehabilitation less effective. In the recent years video games have been widely used to implement rehabilitation protocols so as to make the process more entertaining, engaging and to keep patients motivated. In this paper, we present an integrated framework we developed for the wrist rehabilitation of patients affected by Juvenile Idiopathic Arthritis (JIA) following a therapeutic protocol at the Clinica Pediatrica G. e D. De Marchi. The framework comprises four video games and a set modules that let the therapists tune and control the exercises the games implemented, record all the patients actions, replay and analyze the sessions. We present the result of a preliminary validation we performed with four poliarticular JIA patients at the clinic under the supervision of the therapists. Overall, we received good feedback both from the young patients, who enjoyed performing known rehabilitation exercises using video games, and therapists who were satisfied with the framework and its potentials for engaging and motivating the patients.

LGApr 24, 2018
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 features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.

AIApr 24, 2018
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 framework to assist designers in the creation of levels for 2D platformers. Our framework provides designers with a toolbox (i) to create 2D platformer levels, (ii) to estimate the difficulty and probability of success of single jump actions (the main mechanics of platformer games), and (iii) a set of metrics to evaluate the difficulty and probability of completion of entire levels. At the end, we present the results of a set of experiments we carried out with human players to validate the metrics included in our framework.

AIApr 5, 2013
Simulated Car Racing Championship: Competition Software Manual

Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi

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 provided in the package, the description of the sensors and the actuators.

NEMar 24, 2012
Transfer Learning, Soft Distance-Based Bias, and the Hierarchical BOA

Martin Pelikan, Mark W. Hauschild, Pier Luca Lanzi

An automated technique has recently been proposed to transfer learning in the hierarchical Bayesian optimization algorithm (hBOA) based on distance-based statistics. The technique enables practitioners to improve hBOA efficiency by collecting statistics from probabilistic models obtained in previous hBOA runs and using the obtained statistics to bias future hBOA runs on similar problems. The purpose of this paper is threefold: (1) test the technique on several classes of NP-complete problems, including MAXSAT, spin glasses and minimum vertex cover; (2) demonstrate that the technique is effective even when previous runs were done on problems of different size; (3) provide empirical evidence that combining transfer learning with other efficiency enhancement techniques can often yield nearly multiplicative speedups.