Javy: Virtual Environment for Case-Based Teaching of Java Virtual Machine. - Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro A. González-Calero (KES, 2003)

Game-Driven Intelligent Tutoring Systems. - Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (ICEC, 2004)

A Game Architecture for Emergent Story-Puzzles in a Persistent World. - Federico Peinado; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín (DiGRA Conference, 2005)

Understanding Object-Oriented Software through Virtual Role-Play. - Guillermo Jiménez-Díaz; Mercedes Gómez-Albarrán; Marco Antonio Gómez-Martín; Pedro A. González-Calero (ICALT, 2005)

Opportunities for CBR in Learning by Doing. - Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Belén Díaz-Agudo; Pedro A. González-Calero (ICCBR, 2005)

Game-Based Learning as a New Domain for Case-Based Reasoning. - Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (ICCBR Workshops, 2005)

Extending jCOLIBRI for Textual CBR. - Juan A. Recio-García; Belén Díaz-Agudo; Marco Antonio Gómez-Martín; Nirmalie Wiratunga (ICCBR, 2005)

A CBR Module for a Strategy Videogame. - Rubén Sánchez-Pelegrín; Marco Antonio Gómez-Martín; Belén Díaz-Agudo (ICCBR Workshops, 2005)

Software behaviour understanding Supported by dynamic visualization and role-play. - Guillermo Jiménez-Díaz; Mercedes Gómez-Albarrán; Marco Antonio Gómez-Martín; Pedro A. González-Calero (ITiCSE, 2005)

Learning-by-Doing Through Metaphorical Simulation. - Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro A. González-Calero (KES (2), 2005)

On Developing a Distributed CBR Framework through Semantic Web Services. - Belén Díaz-Agudo; Pedro A. González-Calero; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín (OWLED, 2005)

Formal Concept Analysis for Knowledge Refinement in Case Based Reasoning. - Belén Díaz-Agudo; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (SGAI Conf., 2005)

Improving Annotation in the Semantic Web and Case Authoring in Textual CBR. - Juan A. Recio-García; Marco Antonio Gómez-Martín; Belén Díaz-Agudo; Pedro A. González-Calero (ECCBR, 2006)

Fast application development to demonstrate computer graphics concepts. - Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín (ITiCSE, 2006)

Dynamic Binding Is the Name of the Game. - Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (ICEC, 2006)

Adjusting game difficulty level through Formal Concept Analysis. - Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero; Belén Díaz-Agudo (SGAI Conf., 2006)

Using Metaphors in Game-Based Education. - Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pablo Palmier Campos; Pedro A. González-Calero (Edutainment, 2007)

Active Learning in Interactive Simulations. - Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (Inteligencia Artif., 2007)

Dynamic Expansion of Behaviour Trees. - Gonzalo Flórez Puga; Marco Antonio Gómez-Martín; Belén Díaz-Agudo; Pedro A. González-Calero (AIIDE, 2008)

Self-Validated Behaviour Trees through Reflective Components. - David Llansó; Marco Antonio Gómez-Martín; Pedro A. González-Calero (AIIDE, 2009)

Teaching design patterns using a family of games. - Marco Antonio Gómez-Martín; Guillermo Jiménez-Díaz; Javier Arroyo (ITiCSE, 2009)

Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces. - Antonio A. Sánchez-Ruiz-Granados; David Llansó; Marco Antonio Gómez-Martín; Pedro A. González-Calero (IVA, 2009)

Query-Enabled Behavior Trees. - Gonzalo Flórez Puga; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Belén Díaz-Agudo; Pedro A. González-Calero (IEEE Trans. Comput. Intell. AI Games, 2009)

Knowledge Guided Development of Videogames. - David Llansó; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (IDP@AIIDE, 2011)

Iterative Software Design of Computer Games through FCA. - David Llansó; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro A. González-Calero (CLA, 2011)

Explicit domain modelling in video games. - David Llansó; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (FDG, 2011)

Extending Case-Based Planning with Behavior Trees. - Ricardo Palma; Pedro A. González-Calero; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín (FLAIRS, 2011)

Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games. - Ricardo Palma; Antonio A. Sánchez-Ruiz-Granados; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (ICCBR, 2011)

Experiencias con Repositorios Institucionales de Recursos Educativos: Del Libre Acceso a las Secuencias Guiadas de Aprendizaje. - Mercedes Gómez-Albarrán; Marco Antonio Gómez-Martín; Alberto Díaz Esteban; Luis Hernández-Yáñez; Almudena Ruiz-Iniesta (Rev. Iberoam. de Tecnol. del Aprendiz., 2011)

Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games. - David Llansó; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro Antonio González-Calero (AIIDE, 2013)

A Declarative Domain Model Can Serve as Design Document. - David Llansó; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro Antonio González-Calero (AI in the Game Design Process @ AIIDE, 2013)

Tool-supported iterative learning of component-based software architecture for games. - David Llansó; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero; Magy Seif El-Nasr (FDG, 2013)

Un modelo integrador de maquinas de estados y arboles de comportamiento para videojuegos. - Ismael Sagredo-Olivenza; Marco Antonio Gómez-Martín; Pedro A. González-Calero (CoSECivi, 2014)

Implementación de nodos consulta en árboles de comportamiento. - Ismael Sagredo-Olivenza; Gonzalo Flórez Puga; Marco Antonio Gómez-Martín; Pedro A. González-Calero (CoSECivi, 2015)

Supporting the Collaboration between Programmers and Designers Building Game AI. - Ismael Sagredo-Olivenza; Marco Antonio Gómez-Martín; Pedro A. González-Calero (ICEC, 2015)

Supporting the Construction of a GUI Component for Specifying the Behavior of Non-Player Characters in Unity. - Ismael Sagredo-Olivenza; Gonzalo Flórez Puga; Marco Antonio Gómez-Martín; Pedro A. González-Calero (Int. J. Creative Interfaces Comput. Graph., 2015)

Programming by Demonstration in Complex 3D Game. - Ismael Sagredo-Olivenza; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Pedro A. González-Calero (CoSECivi, 2016)

Dynamic Difficulty Adjustment in Tetris. - Diana Lora; Antonio A. Sánchez-Ruiz; Pedro A. González-Calero; Marco Antonio Gómez-Martín (FLAIRS, 2016)

Case-Based Recommendation for Online Judges Using Learning Itineraries. - Antonio A. Sánchez-Ruiz; Guillermo Jiménez-Díaz; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín (ICCBR, 2017)

Using Program by Demonstration and Visual Scripting to Supporting Game Design. - Ismael Sagredo-Olivenza; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro A. González-Calero (IEA/AIE (2), 2017)

Combining Neural Networks for Controlling Non-player Characters in Games. - Ismael Sagredo-Olivenza; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro Antonio González-Calero (IWANN (2), 2017)

Similarity metrics from social network analysis for content recommender systems. - Guillermo Jiménez-Díaz; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Antonio A. Sánchez-Ruiz (AI Commun., 2017)

Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers. - Ismael Sagredo-Olivenza; Pedro Pablo Gómez-Martín; Marco Antonio Gómez-Martín; Pedro Antonio González-Calero (IEEE Trans. Games, 2019)

Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design. - Pablo Gutiérrez-Sánchez; Marco Antonio Gómez-Martín; Pedro A. González-Calero; Pedro Pablo Gómez-Martín (AIIDE, 2021)

Liquid Snake: a test environment for video game testing agents. - Pablo Gutiérrez-Sánchez; Marco Antonio Gómez-Martín; Pedro A. González-Calero; Pedro Pablo Gómez-Martín (CEV, 2022)

AI Behavior Graphs: A Visual Toolkit for Defining NPC Specifications for Regression Testing. - Pablo Gutiérrez-Sánchez; Marco Antonio Gómez-Martín; Pedro A. González-Calero; Pedro Pablo Gómez-Martín (CEV, 2023)

Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games. - Pablo Gutiérrez-Sánchez; Marco Antonio Gómez-Martín; Pedro A. González-Calero; Pedro Pablo Gómez-Martín (CoG, 2023)

A Progress-Based Algorithm for Interpretable Reinforcement Learning in Regression Testing. - Pablo Gutiérrez-Sánchez; Marco Antonio Gómez-Martín; Pedro A. González-Calero; Pedro Pablo Gómez-Martín (IEEE Trans. Games, 2024)

Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach. - Pablo Gutiérrez-Sánchez; Pedro A. González-Calero; Marco Antonio Gómez-Martín; Pedro Pablo Gómez-Martín; Ruck Thawonmas (ICEC, 2025)

Evaluating usability for an AR-enabled escape room authoring ecosystem. - Pablo Gutiérrez-Sánchez; Pedro Pablo Gómez-Martín; Pedro A. González-Calero; Marco Antonio Gómez-Martín (Entertain. Comput., 2025)