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An Initial Study on Human Emotional States in Video Games.

, , , , and . AfCAI, volume 2166 of CEUR Workshop Proceedings, CEUR-WS.org, (2018)

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From ephemeral computing to deep bioinspired algorithms: New trends and applications., , , , , , , and . Future Generation Comp. Syst., (2018)On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms., , and . Natural Computing, 13 (2): 157-168 (2014)Procedural generation of balanced levels for a 3D paintball game., , , and . CoSECivi, volume 1957 of CEUR Workshop Proceedings, page 43-55. CEUR-WS.org, (2017)Generación automática de contenido para un nuevo juego basado en el problema de los tres cuerpos., , and . CoSECivi, volume 1196 of CEUR Workshop Proceedings, page 199-210. CEUR-WS.org, (2014)A Collaborative Filtering Approach Based on Naïve Bayes Classifier., , , and . IEEE Access, (2019)Android malware detection through hybrid features fusion and ensemble classifiers: The AndroPyTool framework and the OmniDroid dataset., , and . Information Fusion, (2019)Designing and Evolving an Unreal TournamentTM 2004 Expert Bot., , , , , , and . IWANN (2), volume 7903 of Lecture Notes in Computer Science, page 312-323. Springer, (2013)Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game., , and . LSSC, volume 8353 of Lecture Notes in Computer Science, page 256-263. Springer, (2013)A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars., , and . EvoApplications, volume 7835 of Lecture Notes in Computer Science, page 274-283. Springer, (2013)A self-adaptive evolutionary approach to the evolution of aesthetic maps for a RTS game., , and . IEEE Congress on Evolutionary Computation, page 298-304. IEEE, (2014)