Abstract is missing.
- A Baseline Approach for Goalkeeper Strategy using Sarsa with Tile Coding on the Half Field Offense EnvironmentVictor G. Ferreira Barbosa, Rosalvo Ferreira de Oliveira Neto, Roberto V. L. Gomes Rodrigues. 1-8 [doi]
- Development of an Autonomous Agent based on Reinforcement Learning for a Digital Fighting GameJoão Ribeiro Bezerra, Luís Fabrício Wanderley Góes, Alysson Ribeiro Da Silva. 1-7 [doi]
- Moving Virtual Agents Forward in Space and TimeGabriel F. Silva, Paulo Knob, Douglas A. Schlatter, Carlos G. Johansson, Soraia Raupp Musse. 1-10 [doi]
- A Culture Model for Non-Player Characters' Behaviors in Role-Playing GamesLuis Fernando Bicalho, Bruno Feijó, Augusto Baffa. 9-18 [doi]
- AI4U: A Tool for Game Reinforcement Learning ExperimentsGilzamir Gomes, Creto Augusto Vidal, Joaquim B. Cavalcante Neto, Yuri Lenon Barbosa Nogueira. 19-28 [doi]
- An Intelligent Agent Playing Generic Action Games based on Deep Reinforcement Learning with Memory RestrictionsLucas Antunes de Almeida, Marcelo Resende Thielo. 29-37 [doi]
- Applying Hidden Markov Model for Dynamic Game BalancingMarcelo Zamith, José Ricardo da Silva Jr., Esteban W. G. Clua, Mark Joselli. 38-46 [doi]
- Drafting in Collectible Card Games via Reinforcement LearningRonaldo Vieira, Anderson Rocha Tavares, Luiz Chaimowicz. 54-61 [doi]
- Dynamic Difficulty Adjustment in Digital Games Using Genetic AlgorithmsMatheus Weber, Pollyana Notargiacomo. 62-70 [doi]
- Evaluation of Graphical User Interfaces Guidelines for Virtual Reality GamesSamuel Alves, Arthur C. Callado, Paulyne Jucá. 71-79 [doi]
- Evolutionary Procedural Content Generation for an Endless Platform GameRafael Guerra de Pontes, Herman Martins Gomes. 80-89 [doi]
- Generating Procedural Dungeons Using Machine Learning MethodsMariana Werneck, Esteban W. G. Clua. 90-96 [doi]
- GoThrough: a Tool for Creating and Visualizing Impossible 3D Worlds Using PortalsLuca Silva, Lucas Valença, Arlindo Gómes 0001, Lucas Figueiredo, Veronica Teichrieb. 97-106 [doi]
- Investigating Case Learning Techniques for Agents to Play the Card Game of TrucoRuan C. B. Moral, Gustavo Bathu Paulus, Joaquim Vinicius Carvalho Assunção, Luis A. L. Silva. 107-116 [doi]
- Investigating Deep Q-Network Agent Sensibility to Texture Changes on FPS GamesPaulo Bruno de Sousa Serafim, Yuri Lenon Barbosa Nogueira, Creto Augusto Vidal, Joaquim Bento Cavalcante Neto, Rômulo Férrer Filho. 117-125 [doi]
- Procedural Generation of Favela Layouts on Arbitrary TerrainsNatan Luiz Paetzhold Berwaldt, Rafael Vales Bettker, Cesar Tadeu Pozzer. 136-144 [doi]
- Similarities and Divergences in Electronic Game Review TextsVinícius de Souza Gonçalves, Alessandra Alaniz Macedo. 145-153 [doi]
- Sketch-Based Interaction for Planning-Based Interactive StorytellingEdirlei Soares de Lima, Felipe João Gheno, Ana Viseu. 154-162 [doi]
- Team Recommendation for the Pokémon GO Game Using Optimization ApproachesSamuel da Silva Oliveira, Guilherme Eglé P. Lima Silva, Arthur C. Gorgônio, Cephas A. S. Barreto, Anne M. P. Canuto, Bruno M. Carvalho 0001. 163-170 [doi]
- Towards the Design of Adaptive Virtual Reality Horror Games: A Model of Players' Fears Using Machine Learning and Player ModelingEdirlei Soares de Lima, Bruno M. C. Silva, Gabriel Teixeira Galam. 171-177 [doi]
- URNAI: A Multi-Game Toolkit for Experimenting Deep Reinforcement Learning AlgorithmsMarco A. S. Araùjo, Luiz P. C. Alves, Charles A. G. Madeira, Marcos M. Nóbrega. 178-187 [doi]