Leonardo T. Pereira
Orcid: 0000-0003-3032-6653
According to our database1,
Leonardo T. Pereira
authored at least 23 papers
between 2014 and 2025.
Collaborative distances:
Collaborative distances:
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Bibliography
2025
Evaluating a Procedural Content Orchestrator Gameplay Data and Classifying User Profiles.
J. Interact. Syst., 2025
A gamified solution to promote positive habits in children and adolescents with Intellectual Disabilities.
J. Interact. Syst., 2025
Proceedings of the Human-Computer Interaction - INTERACT 2025, 2025
Analyzing the Potential of a Roguelike Deckbuilder Serious Game to Improve Brazilian Sign Language Vocabulary.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2025
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2025
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2025
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2025
Sustainable Planet - Mission Preserve: A Serious Game for Solid Waste Management Awareness.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2025
2024
A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles.
IEEE Trans. Games, March, 2024
Towards Adapting a Content Orchestrator to a Different GameGenre: Generating Levels, Rules, and Narrative for Diverse Player Profiles from a Top-down Adventure to a 2D Platformer.
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024
Task Complete: A gamified solution to exercise positive habits in players with Intellectual Disabilities.
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024
2022
Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites.
CoRR, 2022
Feasible-Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanics.
Appl. Soft Comput., 2022
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022
2021
Procedural generation of dungeons' maps and locked-door missions through an evolutionary algorithm validated with players.
Expert Syst. Appl., 2021
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021
2019
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019
2018
Proceedings of the 2018 IEEE Congress on Evolutionary Computation, 2018
2017
Speeding up Search-Based Algorithms for Level Generation in Physics-Based Puzzle Games.
Int. J. Artif. Intell. Tools, 2017
2016
Proceedings of the 28th IEEE International Conference on Tools with Artificial Intelligence, 2016
2014
Proceedings of the Genetic and Evolutionary Computation Conference, 2014
A multi-population genetic algorithm for procedural generation of levels for platform games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2014