Marco Antonio Gómez-Martín

According to our database1, Marco Antonio Gómez-Martín authored at least 47 papers between 2003 and 2023.

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

Timeline

Legend:

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Bibliography

2023
Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games.
Proceedings of the IEEE Conference on Games, 2023

AI Behavior Graphs: A Visual Toolkit for Defining NPC Specifications for Regression Testing.
Proceedings of the Actas del II Congreso Español de Videojuegos (CEV 2023), 2023

2022
Liquid Snake: a test environment for video game testing agents.
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

2021
Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

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

2017
Similarity metrics from social network analysis for content recommender systems.
AI Commun., 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

Case-Based Recommendation for Online Judges Using Learning Itineraries.
Proceedings of the Case-Based Reasoning Research and Development, 2017

2016
Dynamic Difficulty Adjustment in Tetris.
Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, 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

2013
Tool-supported iterative learning of component-based software architecture for games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

A Declarative Domain Model Can Serve as Design Document.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2011
Experiencias con Repositorios Institucionales de Recursos Educativos: Del Libre Acceso a las Secuencias Guiadas de Aprendizaje.
Rev. Iberoam. de Tecnol. del Aprendiz., 2011

Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games.
Proceedings of the Case-Based Reasoning Research and Development, 2011

Extending Case-Based Planning with Behavior Trees.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

Explicit domain modelling in video games.
Proceedings of the Foundations of Digital Games, 2011

Iterative Software Design of Computer Games through FCA.
Proceedings of The Eighth International Conference on Concept Lattices and Their Applications, 2011

Knowledge Guided Development of Videogames.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

2009
Query-Enabled Behavior Trees.
IEEE Trans. Comput. Intell. AI Games, 2009

Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

Teaching design patterns using a family of games.
Proceedings of the 14th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2009

Self-Validated Behaviour Trees through Reflective Components.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
Dynamic Expansion of Behaviour Trees.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Active Learning in Interactive Simulations.
Inteligencia Artif., 2007

Using Metaphors in Game-Based Education.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2007

2006
Adjusting game difficulty level through Formal Concept Analysis.
Proceedings of the Research and Development in Intelligent Systems XXIII, 2006

Dynamic Binding Is the Name of the Game.
Proceedings of the Entertainment Computing, 2006

Fast application development to demonstrate computer graphics concepts.
Proceedings of the 11th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2006

Improving Annotation in the Semantic Web and Case Authoring in Textual CBR.
Proceedings of the Advances in Case-Based Reasoning, 8th European Conference, 2006

2005
Formal Concept Analysis for Knowledge Refinement in Case Based Reasoning.
Proceedings of the Research and Development in Intelligent Systems XXII, 2005

On Developing a Distributed CBR Framework through Semantic Web Services.
Proceedings of the OWLED*05 Workshop on OWL: Experiences and Directions, 2005

Learning-by-Doing Through Metaphorical Simulation.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2005

Software behaviour understanding Supported by dynamic visualization and role-play.
Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2005

A CBR Module for a Strategy Videogame.
Proceedings of the 6th International Conference on Case-Based Reasoning, 2005

Extending jCOLIBRI for Textual CBR.
Proceedings of the Case-Based Reasoning, 2005

Game-Based Learning as a New Domain for Case-Based Reasoning.
Proceedings of the 6th International Conference on Case-Based Reasoning, 2005

Opportunities for CBR in Learning by Doing.
Proceedings of the Case-Based Reasoning, 2005

Understanding Object-Oriented Software through Virtual Role-Play.
Proceedings of the 5th IEEE International Conference on Advanced Learning Technologies, 2005

A Game Architecture for Emergent Story-Puzzles in a Persistent World.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Game-Driven Intelligent Tutoring Systems.
Proceedings of the Entertainment Computing, 2004

2003
Javy: Virtual Environment for Case-Based Teaching of Java Virtual Machine.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2003


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