Publicaciones en las que colabora con PEDRO ANTONIO GONZÁLEZ CALERO (51)

2019

  1. Trained behavior trees: Programming by demonstration to support AI game designers

    IEEE Transactions on Games, Vol. 11, Núm. 1, pp. 5-14

2017

  1. Combining neural networks for controlling non-player characters in games

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  2. Preface

    CEUR Workshop Proceedings

  3. Using program by demonstration and visual scripting to supporting game design

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2016

  1. Dynamic difficulty adjustment in tetris

    Proceedings of the 29th International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016

  2. Extensión de los grafos de dependencia para incrementar la rejugabilidad

    CEUR Workshop Proceedings

  3. Programming by demonstration in a complex 3D game

    CEUR Workshop Proceedings

2015

  1. Implementación de nodos consulta en árboles de comportamiento

    CEUR Workshop Proceedings

  2. Supporting the collaboration between programmers and designers building game ai

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

2013

  1. A declarative domain model can serve as design document

    AAAI Workshop - Technical Report

  2. Empirical evaluation of the automatic generation of a component-based software architecture for games

    Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013

2011

  1. Combining expert knowledge and learning from demonstration in real-time strategy games

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  2. Empowering designers with libraries of self-validated query-enabled behaviour trees

    Artificial Intelligence for Computer Games (Springer New York), pp. 55-81

  3. Estructuras de datos un enfoque moderno.

    Editorial Complutense