Lucas Ferreira

Orcid: 0000-0002-4620-2228

According to our database1, Lucas Ferreira authored at least 22 papers between 2014 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Design of an Application-specific VLIW Vector Processor for ORB Feature Extraction.
J. Signal Process. Syst., July, 2023

Doubly-Block Circulant Kernel Matrix Exploitation in Convolutional Accelerators.
Proceedings of the 66th IEEE International Midwest Symposium on Circuits and Systems, 2023

Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies.
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023

2022
An Application Specific Vector Processor for Efficient Massive MIMO Processing.
IEEE Trans. Circuits Syst. I Regul. Pap., 2022

Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree Search.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Controlling Neural Language Models for Affective Music Composition.
PhD thesis, 2021

Reconfigurable Multi-Access Pattern Vector Memory for Real-Time ORB Feature Extraction.
Proceedings of the IEEE International Symposium on Circuits and Systems, 2021

Energy-Efficient Application-Specific Instruction-Set Processor for Feature Extraction in Smart Vision Systems.
Proceedings of the 55th Asilomar Conference on Signals, Systems, and Computers, 2021

2020
Computer-Generated Music for Tabletop Role-Playing Games.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
The 2017 AIBIRDS Level Generation Competition.
IEEE Trans. Games, 2019

Learning to Generate Music With Sentiment.
Proceedings of the 20th International Society for Music Information Retrieval Conference, 2019

Be Inaccurate but Don't Be Indecisive: How Error Distribution Can Affect User Experience.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
Tanager: A Generator of Feasible and Engaging Levels forAngry Birds.
IEEE Trans. Games, 2018

2017
Usability in Solutions of Secure Email - A Tools Review.
Proceedings of the Human Aspects of Information Security, Privacy and Trust, 2017

Towards generative emotions in games based on cognitive modeling.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

MTG: Context-Based Music Composition for Tabletop Role-Playing Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games.
Proceedings of the 28th IEEE International Conference on Tools with Artificial Intelligence, 2016

2014
Evolutionary approaches to evolve AI scripts for a RTS game.
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

A search-based approach for generating Angry Birds levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Generating levels for physics-based puzzle games with estimation of distribution algorithms.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014


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