Ismael Sagredo-Olivenza

Orcid: 0000-0002-2921-0154

According to our database1, Ismael Sagredo-Olivenza authored at least 15 papers between 2010 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2022
Painting Authorship and Forgery Detection Challenges with AI Image Generation Algorithms: Rembrandt and 17th Century Dutch Painters as a Case Study.
Int. J. Interact. Multim. Artif. Intell., 2022

Instance-based defense against adversarial attacks in Deep Reinforcement Learning.
Eng. Appl. Artif. Intell., 2022

2021
Comparison of a Tablet Versus Computer-Based Classical Theatre Game Among 8-13 Year Children.
IEEE Access, 2021

2019
Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers.
IEEE Trans. Games, 2019

2018
Using Graphs of Queues and Genetic Algorithms to Fast Approximate Crowd Simulations.
Proceedings of the 12th International Conference on Ubiquitous Computing and Ambient Intelligence, 2018

A Cloud Based Simulation Service for 3D Crowd Simulations.
Proceedings of the 22nd IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, 2018

Using Queueing Networks to Approximate Pedestrian Simulations.
Proceedings of the Distributed Computing and Artificial Intelligence, 2018

2017
Combining Neural Networks for Controlling Non-player Characters in Games.
Proceedings of the Advances in Computational Intelligence, 2017

Using Program by Demonstration and Visual Scripting to Supporting Game Design.
Proceedings of the Advances in Artificial Intelligence: From Theory to Practice, 2017

2016
Programming by Demonstration in Complex 3D Game.
Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, 2016

2015
Supporting the Construction of a GUI Component for Specifying the Behavior of Non-Player Characters in Unity.
Int. J. Creative Interfaces Comput. Graph., 2015

Supporting the Collaboration between Programmers and Designers Building Game AI.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Implementación de nodos consulta en árboles de comportamiento.
Proceedings of the Proceedings 2st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2015

2014
Un modelo integrador de maquinas de estados y arboles de comportamiento para videojuegos.
Proceedings of the Proceedings 1st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2014

2010
SIMBA: A simulator for business education and research.
Decis. Support Syst., 2010


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