Jakub Gemrot

Orcid: 0000-0002-4394-3450

According to our database1, Jakub Gemrot authored at least 34 papers between 2007 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
Planning and acting in dynamic environments: identifying and avoiding dangerous situations.
J. Exp. Theor. Artif. Intell., 2022

2021
Tackling Generation of Combat Encounters in Role-playing Digital Games.
Proceedings of the 21st Conference Information Technologies, 2021

Super Mario A-Star Agent Revisited.
Proceedings of the 33rd IEEE International Conference on Tools with Artificial Intelligence, 2021

Three population co-evolution for generating mechanics of endless runner games.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

Coevolution of AI and Level Generators for Super Mario Game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2021

2020
Planning and Acting with Non-Deterministic Events: Navigating between Safe States.
Proceedings of the Thirty-Fourth AAAI Conference on Artificial Intelligence, 2020

2019
Deep Q-Network for Angry Birds.
CoRR, 2019

Compiling Planning Problems with Non-deterministic Events into FOND Planning.
Proceedings of the Joint Proceedings of the RCRA International Workshop and of the RCRA Incontri e Confronti Workshop co-located with the 18th International Conference of the Italian Association for Artificial Intelligence (AIIA 2019), 2019

2018
Engaging Turn-Based Combat in the Children of the Galaxy Videogame.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Using Behavior Objects to Manage Complexity in Virtual Worlds.
IEEE Trans. Comput. Intell. AI Games, 2017

Towards a Safer Planning and Execution Concept.
Proceedings of the 29th IEEE International Conference on Tools with Artificial Intelligence, 2017

2016
To Plan or to Simply React? An Experimental Study of Action Planning in a Game Environment.
Comput. Intell., 2016

A Comparative Study of Programming Agents in POSH and GOAL.
Proceedings of the 8th International Conference on Agents and Artificial Intelligence (ICAART 2016), 2016

2014
Why you should Empirically Evaluate your AI Tool - From SPOSH to yaPOSH.
Proceedings of the ICAART 2014, 2014

Modular Behavior Trees: Language for Fast AI in Open-World Video Games.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

An AI System for Large Open Virtual World.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Planning and Reactive Agents in Dynamic Game Environments - An Experimental Study.
Proceedings of the ICAART 2013, 2013

2012
Controlling Three Agents in a Quarrel: Lessons Learnt.
Proceedings of the Motion in Games - 5th International Conference, 2012

Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century - Notes on Design Concepts and Design Process.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Evolution of GameBots Project.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

When Planning Should Be Easy: On Solving Cumulative Planning Problems.
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference, 2012

Does High-Level Behavior Specification Tool Make Production of Virtual Agent Behaviors Better?
Proceedings of the Cognitive Agents for Virtual Environments, 2012

Pogamut toolkit (demonstration).
Proceedings of the International Conference on Autonomous Agents and Multiagent Systems, 2012

2011
Notes on Pragmatic Agent-Programming with Jason.
Proceedings of the Programming Multi-Agent Systems - 9th International Workshop, 2011

When a Couple Goes Together: Walk along Steering.
Proceedings of the Motion in Games - 4th International Conference, 2011

How to Compare Usability of Techniques for the Specification of Virtual Agents' Behavior? An Experimental Pilot Study with Human Subjects.
Proceedings of the Agents for Educational Games and Simulations - International Workshop, 2011

2010
A Periphery of Pogamut: From Bots to Agents and Back Again.
Proceedings of the Agents for Games and Simulations II, 2010

2009
Extensions and Applications of Pogamut 3 Platform.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

Emohawk: Searching for a "Good" Emergent Narrative.
Proceedings of the Interactive Storytelling, 2009

Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents.
Proceedings of the Agents for Games and Simulations, 2009

2008
3D Immersion in Virtual Agents Education.
Proceedings of the Interactive Storytelling, 2008

Hierarchical Petri Nets for Story Plots Featuring Virtual Humans.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Toolkits for Agent Development by Undergraduates and Non-Programmers.
Proceedings of the SOFSEM 2007: Theory and Practice of Computer Science, 2007

Towards Fast Prototyping of IVAs Behavior: Pogamut 2.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007


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