Combining a Probabilistic Sampling Technique and Simple Heuristics to Solve the Dynamic Path Planning Problem. - Nicolas A. Barriga; Mauricio Solar; Mauricio Araya-López (SCCC, 2009)

A Multi-stage Probabilistic Algorithm for Dynamic Path-Planning - Nicolas A. Barriga; Mauricio Araya-López (CoRR, 2009)

Single-Agent On-line Path Planning in Continuous, Unpredictable and Highly Dynamic Environments - Nicolas A. Barriga (CoRR, 2009)

Hierarchical Adversarial Search Applied to Real-Time Strategy Games. - Marius Stanescu; Nicolas A. Barriga; Michael Buro (AIIDE, 2014)

Parallel UCT search on GPUs. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (CIG, 2014)

Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy Games. - Marius Stanescu; Nicolas A. Barriga; Michael Buro (ECAI, 2014)

Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games. - Nicolas Arturo Barriga; Marius Stanescu; Michael Buro (AIIDE, 2015)

Using Lanchester Attrition Laws for Combat Prediction in StarCraft. - Marius Adrian Stanescu; Nicolas A. Barriga; Michael Buro (AIIDE, 2015)

Evaluating real-time strategy game states using convolutional neural networks. - Marius Stanescu; Nicolas A. Barriga; Andy Hess; Michael Buro (CIG, 2016)

Combining Strategic Learning with Tactical Search in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (AIIDE, 2017)

Combining Strategic Learning and Tactical Search in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (CoRR, 2017)

The First microRTS Artificial Intelligence Competition. - Santiago Ontañón; Nicolas A. Barriga; Cleyton R. Silva; Rubens O. Moraes; Levi H. S. Lelis (AI Mag., 2018)

Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (IEEE Trans. Games, 2018)

Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning. - Nicolas A. Barriga; Marius Stanescu; Felipe Besoain; Michael Buro (IEEE Comput. Intell. Mag., 2019)

A Short Introduction to Procedural Content Generation Algorithms for Videogames. - Nicolas A. Barriga (Int. J. Artif. Intell. Tools, 2019)

Exploring Dynamic Difficulty Adjustment in Videogames. - Gabriel K. Sepulveda; Felipe Besoain; Nicolas A. Barriga (CoRR, 2020)

Introduction to Behavior Algorithms for Fighting Games. - Ignacio Gajardo; Felipe Besoain; Nicolas A. Barriga (CoRR, 2020)

Artificial Intelligence and Mobile Programming Courses for a Video Game Development Program in Chile. - Nicolas A. Barriga; Felipe Besoain (Comput. Sci. Eng., 2020)

Search, Abstractions and Learning in Real-Time Strategy Games. - Nicolas A. Barriga (Künstliche Intell., 2020)

Generating Entertaining Human-Like Sokoban Initial States. - Hans Schaa; Nicolas A. Barriga (SCCC, 2021)

Developing Computing Competencies Without Restrictions. - Cristian Vidal Silva; Nicolas A. Barriga; Franco Ortega-Cordero; Javiera González-López; Claudia Jiménez-Quintana; Claudia Pezoa-Fuentes; Iván Veas-González (IEEE Access, 2022)

Level Building Sidekick: An AI-Assisted Level Editor Package for Unity. - Camila Aliaga; Cristian Vidal 001; Gabriel K. Sepulveda; Nicolas Romero; Fernanda González; Nicolas A. Barriga (AIIDE, 2023)

Predicting Solvability and Difficulty of Sokoban Puzzles. - Hans Schaa; Jose A. Del Solar-Zavala; Nicolas A. Barriga (SCCC, 2024)

Semi-Automatic Building Layout Generation for Virtual Environments. - Gabriel K. Sepulveda; Nicolas Romero; Cristian Vidal Silva; Felipe Besoain; Nicolas A. Barriga (IEEE Access, 2024)

Evaluating the Expressive Range of Super Mario Bros Level Generators. - Hans Schaa; Nicolas A. Barriga (Algorithms, 2024)

Using search algorithm statistics for assessing maze and puzzle difficulty. - Elio Valenzuela; Hans Schaa; Nicolas A. Barriga; Gustavo Patow (Entertain. Comput., 2025)