Abstract is missing.
- A Tool to Implement Adaptive Audio Techniques on Unity GamesMiguel Rodrigues, Flávio R. S. Coutinho. 1-8 [doi]
- Adaptive Branching Quests Based on Automated Planning and Story ArcsEdirlei Soares de Lima, Bruno Feijó, Antonio L. Furtado. 9-18 [doi]
- Assessing the Robustness of Deep Q-Network Agents to Changes on Game Object TexturesPaulo Bruno S. Serafim, Yuri Lenon B. Nogueira, Joaquim B. Cavalcante Neto, Creto Augusto Vidal. 19-28 [doi]
- BioTraffic: a bio-inspired behavioral model to vehicle traffic simulationCarlos Eduardo Pereira de Quadros, Diana Francisca Adamatti, Alessandro de Lima Bicho. 29-38 [doi]
- Centralized Critic per Knowledge for Cooperative Multi-Agent Game EnvironmentsThaís Ferreira, Esteban Clua, Troy Costa Kohwalter. 39-48 [doi]
- D-CreEA: DSML for Creating Educational Analog Card GamesRubens Anderson de S. Silva, Rossana M. C. Andrade. 49-58 [doi]
- GEnEbook: A Game Engine to Provide Electronic Gamebooks for Adventure GamesVictor Travassos Sarinho. 59-68 [doi]
- Games by End-Users: Analyzing Development EnvironmentsJoana Gabriela Ribeiro de Souza, Raquel Oliveira Prates. 69-78 [doi]
- Generative Design applied to Cloud ModelingCarlos Eduardo Vaisman Muniz, Wagner Luiz Oliveira dos Santos. 79-86 [doi]
- Gym Hero: A Research Environment for Reinforcement Learning Agents in Rhythm GamesRômulo Férrer Filho, Yuri Lenon Barbosa Nogueira, Creto Augusto Vidal, Joaquim Bento Cavalcante Neto, Paulo Bruno de Sousa Serafim. 87-96 [doi]
- Map Marker: a Multi-Agent Pathfinder for Cohesive Groups in Real-Time Strategy GamesEnrique Wicks Rivas, Rodrigo Souza. 97-106 [doi]
- Perception of Charisma, Comfort, Micro and Macro Expressions in Computer Graphics CharactersLucas Andreotti, Morgana Luiza Weber, Tiago Luz da Silva, Victor Flavio de Andrade Araujo, Soraia Raupp Musse. 107-116 [doi]
- Perception of Personality Traits in Crowds of Virtual HumansLucas Nardino, Diogo Schaffer, Felipe Elsner, Enzo Krzmienski, Victor Flavio de Andrade Araujo, Gabriel Fonseca Silva, Vinícius Jurinic Cassol, Rodolfo Migon Favaretto, Soraia Raupp Musse. 117-125 [doi]
- Procedural Enemy Generation through Parallel Evolutionary AlgorithmLeonardo T. Pereira, Breno M. F. Viana, Claudio Fabiano Motta Toledo. 126-135 [doi]
- Procedural Generation of Isometric Racetracks Using Chain Code for Racing GamesErik Jhones F. do Nascimento, Tassiana M. Castro, Ana Carolina S. Abreu, Filipe A. Lira, Amauri H. Souza. 136-143 [doi]
- RealShooting: Expanding the experience of point-and-click target shooting gamesEmerson B. Pinheiro, Creto Augusto Vidal, Joaquim B. Cavalcante Neto, Antonio José Melo Leite Júnior, George A. M. Gomes, Ícaro da S. Barbosa. 144-152 [doi]
- An authoring tool to provide group and crowd animation using Natural Language scriptsGuido Mainardi, Aline Normoyle, Vinícius J. Cassol, Norman I. Badler, Soraia Raupp Musse. 153-161 [doi]
- Systematic choice of video game benchmarks in Deep Reinforcement LearningÉlvio Gomes, Marlo Souza. 162-171 [doi]
- Towards playing AIs for 7 Wonders: main patterns and strategies for 3-player gamesRafael Vales Bettker, Pedro Minini, Gabriel Pereira, Joaquim Vinicius Carvalho Assunção. 172-181 [doi]
- Two Level Control of Non-Player Characters for Navigation in 3D Games Scenes: A Deep Reinforcement Learning ApproachGilzamir Gomes, Creto Augusto Vidal, Joaquim B. Cavalcante Neto, Yuri Lenon Barbosa Nogueira. 182-190 [doi]
- UtopicSense: a tool to support the use of synesthesia as an assistive resource in 2D gamesAdriel Augusto Germano Silva, Flávio Roberto dos Santos Coutinho. 191-200 [doi]