Towards Fast Prototyping of IVAs Behavior: Pogamut 2. - Ondrej Burkert; Rudolf Kadlec; Jakub Gemrot; Michal Bída; Jan Havlícek; Martin Dörfler; Cyril Brom (IVA, 2007)

Toolkits for Agent Development by Undergraduates and Non-Programmers. - Ondrej Burkert; Cyril Brom; Jakub Gemrot; Michal Bída; Samuel J. Partington; Joanna Bryson (SOFSEM (2), 2007)

Hierarchical Petri Nets for Story Plots Featuring Virtual Humans. - Daniel Balas; Cyril Brom; Adam Abonyi; Jakub Gemrot (AIIDE, 2008)

3D Immersion in Virtual Agents Education. - Cyril Brom; Jakub Gemrot; Ondrej Burkert; Rudolf Kadlec; Michal Bída (ICIDS, 2008)

Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents. - Jakub Gemrot; Rudolf Kadlec; Michal Bída; Ondrej Burkert; Radek Píbil; Jan Havlícek; Lukás Zemcák; Juraj Simlovic; Radim Vansa; Michal Stolba; Tomás Plch; Cyril Brom (AGS, 2009)

Emohawk: Searching for a "Good" Emergent Narrative. - Cyril Brom; Michal Bída; Jakub Gemrot; Rudolf Kadlec; Tomás Plch (ICIDS, 2009)

Extensions and Applications of Pogamut 3 Platform. - Rudolf Kadlec; Jakub Gemrot; Michal Bída; Ondrej Burkert; Jan Havlícek; Lukás Zemcák; Radek Píbil; Radim Vansa; Cyril Brom (IVA, 2009)

A Periphery of Pogamut: From Bots to Agents and Back Again. - Jakub Gemrot; Cyril Brom; Tomás Plch (AGS, 2010)

How to Compare Usability of Techniques for the Specification of Virtual Agents' Behavior? An Experimental Pilot Study with Human Subjects. - Jakub Gemrot; Cyril Brom; Joanna Bryson; Michal Bída (AEGS, 2011)

When a Couple Goes Together: Walk along Steering. - Markéta Popelová; Michal Bída; Cyril Brom; Jakub Gemrot; Jakub Tomek (MIG, 2011)

Notes on Pragmatic Agent-Programming with Jason. - Radek Píbil; Peter Novák 001; Cyril Brom; Jakub Gemrot (ProMAS, 2011)

Pogamut toolkit (demonstration). - Jakub Gemrot; Michal Bída; Cyril Brom (AAMAS, 2012)

Does High-Level Behavior Specification Tool Make Production of Virtual Agent Behaviors Better? - Jakub Gemrot; Zdenek Hlávka; Cyril Brom (CAVE, 2012)

When Planning Should Be Easy: On Solving Cumulative Planning Problems. - Roman Barták; Filip Dvorák; Jakub Gemrot; Cyril Brom; Daniel Toropila (FLAIRS, 2012)

Evolution of GameBots Project. - Michal Bída; Martin Cerný 001; Jakub Gemrot; Cyril Brom (ICEC, 2012)

Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century - Notes on Design Concepts and Design Process. - Vít Sisler; Cyril Brom; Jaroslav Cuhra; Kamil Cinátl; Jakub Gemrot (ICEC, 2012)

Controlling Three Agents in a Quarrel: Lessons Learnt. - Cyril Brom; Petr Babor; Markéta Popelová; Michal Bída; Jakub Tomek; Jakub Gemrot (MIG, 2012)

Planning and Reactive Agents in Dynamic Game Environments - An Experimental Study. - Roman Barták; Cyril Brom; Martin Cerný 001; Jakub Gemrot (ICAART (1), 2013)

An AI System for Large Open Virtual World. - Tomás Plch; Matej Marko; Petr Ondrácek; Martin Cerný 001; Jakub Gemrot; Cyril Brom (AIIDE, 2014)

Modular Behavior Trees: Language for Fast AI in Open-World Video Games. - Tomás Plch; Matej Marko; Petr Ondrácek; Martin Cerný 001; Jakub Gemrot; Cyril Brom (ECAI, 2014)

Why you should Empirically Evaluate your AI Tool - From SPOSH to yaPOSH. - Jakub Gemrot; Martin Cerný 001; Cyril Brom (ICAART (1), 2014)

A Comparative Study of Programming Agents in POSH and GOAL. - Rien Korstanje; Cyril Brom; Jakub Gemrot; Koen V. Hindriks (ICAART (2), 2016)

To Plan or to Simply React? An Experimental Study of Action Planning in a Game Environment. - Martin Cerný 001; Roman Barták; Cyril Brom; Jakub Gemrot (Comput. Intell., 2016)

Towards a Safer Planning and Execution Concept. - Lukás Chrpa; Jakub Gemrot; Martin Pilát (ICTAI, 2017)

Using Behavior Objects to Manage Complexity in Virtual Worlds. - Martin Cerný 001; Tomás Plch; Matej Marko; Jakub Gemrot; Petr Ondrácek; Cyril Brom (IEEE Trans. Comput. Intell. AI Games, 2017)

Engaging Turn-Based Combat in the Children of the Galaxy Videogame. - Pavel Smejkal; Jakub Gemrot (AIIDE, 2018)

Compiling Planning Problems with Non-deterministic Events into FOND Planning. - Lukás Chrpa; Martin Pilát; Jakub Gemrot (RCRA/RiCeRcA@AI*IA, 2019)

Deep Q-Network for Angry Birds. - Ekaterina Nikonova; Jakub Gemrot (CoRR, 2019)

Planning and Acting with Non-Deterministic Events: Navigating between Safe States. - Lukás Chrpa; Jakub Gemrot; Martin Pilát (AAAI, 2020)

Coevolution of AI and Level Generators for Super Mario Game. - Julius Flimmel; Jakub Gemrot; Vojtech Cerný (CEC, 2021)

Three population co-evolution for generating mechanics of endless runner games. - Vojtech Cerný; Jakub Gemrot (GECCO Companion, 2021)

Super Mario A-Star Agent Revisited. - David Sosvald; Michal Töpfer; Jan Holan; Vojtech Cerný; Jakub Gemrot (ICTAI, 2021)

Tackling Generation of Combat Encounters in Role-playing Digital Games. - Matous Kozma; Vojtech Cerný; Jakub Gemrot (ITAT, 2021)

Planning and acting in dynamic environments: identifying and avoiding dangerous situations. - Lukás Chrpa; Martin Pilát; Jakub Gemrot (J. Exp. Theor. Artif. Intell., 2022)