A multi-population genetic algorithm for procedural generation of levels for platform games. - Lucas Ferreira; Leonardo T. Pereira; Claudio Fabiano Motta Toledo (GECCO (Companion), 2014)

Evolutionary approaches to evolve AI scripts for a RTS game. - Lucas Ferreira; Leonardo T. Pereira; Claudio Fabiano Motta Toledo; Rodrigo de Freitas Pereira (GECCO (Companion), 2014)

Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games. - Leonardo T. Pereira; Claudio Fabiano Motta Toledo; Lucas N. Ferreira; Levi H. S. Lelis (ICTAI, 2016)

Speeding up Search-Based Algorithms for Level Generation in Physics-Based Puzzle Games. - Leonardo T. Pereira; Claudio Fabiano Motta Toledo (Int. J. Artif. Intell. Tools, 2017)

Evolving Dungeon Maps With Locked Door Missions. - Leonardo T. Pereira; Paulo Victor de Souza Prado; Cláudio Toledo 001 (CEC, 2018)

Adaptive Generation of Characters for Tabletop Role Playing Games. - Fabrício Guedes Faria; Leonardo Tórtoro Pereira; Claudio Fabiano Motta Toledo (SBGames, 2019)

Procedural Enemy Generation through Parallel Evolutionary Algorithm. - Leonardo T. Pereira; Breno M. F. Viana; Claudio Fabiano Motta Toledo (SBGames, 2021)

Procedural generation of dungeons' maps and locked-door missions through an evolutionary algorithm validated with players. - Leonardo Tórtoro Pereira; Paulo Victor de Souza Prado; Rafael Miranda Lopes; Claudio Fabiano Motta Toledo (Expert Syst. Appl., 2021)

Illuminating the Space of Enemies Through MAP-Elites. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo (CoG, 2022)

Feasible-Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanics. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo; Selan R. dos Santos; Sílvia M. D. M. Maia (Appl. Soft Comput., 2022)

Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo (CoRR, 2022)

Task Complete: A gamified solution to exercise positive habits in players with Intellectual Disabilities. - Pedro Afonso F. Michalichem; Leonardo Tórtoro Pereira; Kamila Rios da Hora Rodrigues (SBGames, 2024)

Comunicação Eficaz em Games: Utilização de Elementos Visuais no Design de Jogos. - Laura Ferré Scotelari; Matheus dos Santos Luccas; Leonardo Tórtoro Pereira; Kalinka R. L. J. Castelo Branco (SBGames, 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. - Tyago Yuji Teoi; Leonardo Tórtoro Pereira; Claudio Fabiano Motta Toledo (SBGames, 2024)

A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles. - Leonardo Tórtoro Pereira; Breno M. F. Viana; Claudio Fabiano Motta Toledo (IEEE Trans. Games, 2024)

Evaluating a Procedural Content Orchestrator Gameplay Data and Classifying User Profiles. - Leonardo Tórtoro Pereira; Tyago Yuji Teoi; Claudio Fabiano Motta Toledo (J. Interact. Syst., 2025)