Raúl Lara-Cabrera

According to our database1, Raúl Lara-Cabrera authored at least 21 papers between 2013 and 2019.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2019
A taxonomy and state of the art revision on affective games.
Future Generation Comp. Syst., 2019

2018
EvoDeep: A new evolutionary approach for automatic Deep Neural Networks parametrisation.
J. Parallel Distrib. Comput., 2018

From ephemeral computing to deep bioinspired algorithms: New trends and applications.
Future Generation Comp. Syst., 2018

Ontology Uses for Radicalisation Detection on Social Networks.
Proceedings of the Intelligent Data Engineering and Automated Learning - IDEAL 2018, 2018

An Initial Study on Human Emotional States in Video Games.
Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018), 2018

2017
Measuring the Radicalisation Risk in Social Networks.
IEEE Access, 2017

Can an Automatic Tool Assess Risk of Radicalization Online? A Case Study on Facebook.
Proceedings of the European Intelligence and Security Informatics Conference, 2017

Extracting Radicalisation Behavioural Patterns from Social Network Data.
Proceedings of the 28th International Workshop on Database and Expert Systems Applications, 2017

Procedural generation of balanced levels for a 3D paintball game.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

2016
A Spatially-Structured PCG Method for Content Diversity in a Physics-Based Simulation Game.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

2015
Procedural Content Generation for Real-Time Strategy Games.
IJIMAI, 2015

Game Artificial Intelligence: Challenges for the Scientific Community.
Proceedings of the Proceedings 2st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2015

2014
On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms.
Natural Computing, 2014

Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game.
Entertainment Computing, 2014

Generación automática de contenido para un nuevo juego basado en el problema de los tres cuerpos.
Proceedings of the Proceedings 1st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2014

A self-adaptive evolutionary approach to the evolution of aesthetic maps for a RTS game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2014

2013
Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game.
Proceedings of the Large-Scale Scientific Computing - 9th International Conference, 2013

Designing and Evolving an Unreal TournamentTM 2004 Expert Bot.
Proceedings of the Advances in Computational Intelligence, 2013

Car Setup Optimization via Evolutionary Algorithms.
Proceedings of the Advances in Computational Intelligence, 2013

A review of computational intelligence in RTS games.
Proceedings of the IEEE Symposium on Foundations of Computational Intelligence, 2013

A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013


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