Nicolas A. Barriga

Orcid: 0000-0002-1914-3840

According to our database1, Nicolas A. Barriga authored at least 25 papers between 2009 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
Evaluating the Expressive Range of Super Mario Bros Level Generators.
Algorithms, July, 2024

Semi-Automatic Building Layout Generation for Virtual Environments.
IEEE Access, 2024

Predicting Solvability and Difficulty of Sokoban Puzzles.
Proceedings of the 43rd International Conference of the Chilean Computer Science Society, 2024

2023
Level Building Sidekick: An AI-Assisted Level Editor Package for Unity.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Developing Computing Competencies Without Restrictions.
IEEE Access, 2022

2021
Generating Entertaining Human-Like Sokoban Initial States.
Proceedings of the 40th International Conference of the Chilean Computer Science Society, 2021

2020
Search, Abstractions and Learning in Real-Time Strategy Games.
Künstliche Intell., 2020

Artificial Intelligence and Mobile Programming Courses for a Video Game Development Program in Chile.
Comput. Sci. Eng., 2020

Introduction to Behavior Algorithms for Fighting Games.
CoRR, 2020

Exploring Dynamic Difficulty Adjustment in Videogames.
CoRR, 2020

2019
A Short Introduction to Procedural Content Generation Algorithms for Videogames.
Int. J. Artif. Intell. Tools, 2019

Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning.
IEEE Comput. Intell. Mag., 2019

2018
Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games.
IEEE Trans. Games, 2018

The First microRTS Artificial Intelligence Competition.
AI Mag., 2018

2017
Combining Strategic Learning and Tactical Search in Real-Time Strategy Games.
CoRR, 2017

Combining Strategic Learning with Tactical Search in Real-Time Strategy Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Evaluating real-time strategy game states using convolutional neural networks.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Using Lanchester Attrition Laws for Combat Prediction in StarCraft.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy Games.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

Parallel UCT search on GPUs.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Hierarchical Adversarial Search Applied to Real-Time Strategy Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2009
Single-Agent On-line Path Planning in Continuous, Unpredictable and Highly Dynamic Environments
CoRR, 2009

A Multi-stage Probabilistic Algorithm for Dynamic Path-Planning
CoRR, 2009

Combining a Probabilistic Sampling Technique and Simple Heuristics to Solve the Dynamic Path Planning Problem.
Proceedings of the 2009 International Conference of the Chilean Computer Science Society, 2009


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