Leonardo T. Pereira

Orcid: 0000-0003-3032-6653

According to our database1, Leonardo T. Pereira authored at least 12 papers between 2014 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles.
IEEE Trans. Games, March, 2024

2022
Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites.
CoRR, 2022

Feasible-Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanics.
Appl. Soft Comput., 2022

Illuminating the Space of Enemies Through MAP-Elites.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Procedural generation of dungeons' maps and locked-door missions through an evolutionary algorithm validated with players.
Expert Syst. Appl., 2021

Procedural Enemy Generation through Parallel Evolutionary Algorithm.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

2019
Adaptive Generation of Characters for Tabletop Role Playing Games.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

2018
Evolving Dungeon Maps With Locked Door Missions.
Proceedings of the 2018 IEEE Congress on Evolutionary Computation, 2018

2017
Speeding up Search-Based Algorithms for Level Generation in Physics-Based Puzzle Games.
Int. J. Artif. Intell. Tools, 2017

2016
Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games.
Proceedings of the 28th IEEE International Conference on Tools with Artificial Intelligence, 2016

2014
Evolutionary approaches to evolve AI scripts for a RTS game.
Proceedings of the Genetic and Evolutionary Computation Conference, 2014

A multi-population genetic algorithm for procedural generation of levels for platform games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2014


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