Peer Reviewed Journal Publications

[1]

L. N. Ferreira and C. Toledo. Tanager: A generator of feasible and engaging levels for angry birds. IEEE Transactions on Computational Intelligence and AI in Games, PP(99):1--1, 2017. [ bib | DOI | .pdf ]

[2]

M. J. B. Stephenson, J. Renz, X. Ge, L. N. Ferreira, J. Togelius, and P. Zhang. The 2017 aibirds level generation competition. IEEE Transactions on Games, pages 1--1, 2018. [ bib | DOI | .pdf ]

Peer Reviewed Conference and Workshop Publications

[1]

Rafael R Padovani, Lucas N Ferreira, and Levi HS Lelis. Be inaccurate but don’t be indecisive: How error distribution can affect user experience. In Proceedings of the AAAI Conference on Artificial Intelligence , AAAI'19, 2019. [ bib | .pdf ]

[2]

Rafael Padovani, Lucas N. Ferreira, and Levi Lelis. Bardo: Emotion-based music recommendation for tabletop role-playing games. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), AIIDE'17, 2017. [ bib | .pdf ]

[3]

Chandranil Chakraborttii, Lucas N. Ferreira, and Jim Whitehead. Towards generative emotions in games based on cognitive modeling. In Proceedings of the International Conference on the Foundations of Digital Games (FDG), FDG'17, 2017. [ bib | .pdf ]

[4]

Leonardo Pereira, Lucas Ferreira, Levi Lelis, and Claudio Toledo. Learning to speed up evolutionary content generation in physics-based puzzle games. In Proceedings of the IEEE International Conference on Tools with Artificial Intelligence (ICTAI), ICTAI'16, 2016. [ bib | .pdf ]

[5]

Lucas Ferreira and Claudio Toledo. A search-based approach for generating angry birds levels. In Proceedings of the 9th IEEE International Conference on Computational Intelligence in Games, CIG'14, 2014. [ bib | DOI | .pdf ]

[6]

Lucas Ferreira, Rodrigo Pereira, Leonardo Pereira, and Claudio Toledo. Evolutionary approaches to evolve ai scripts for a rts game. In Proceedings of the 16th Conference on Genetic and Evolutionary Computation, GECCO'14, pages 47--48, 2014. [ bib | DOI | .pdf ]

[7]

Lucas Ferreira, Leonardo Pereira, and Claudio Toledo. A multi-population genetic algorithm for procedural generation of levels for platform games. In Proceedings of the 16th Conference on Genetic and Evolutionary Computation, GECCO'14, page 45, 2014. [ bib | DOI | .pdf ]

[8]

Lucas Ferreira and Claudio Toledo. Generating levels for physics-based puzzle games with estimation of distribution algorithms. In Proceedings of the 11th International Conference on Advances in Computer Entertainment, ACE'14, 2014. [ bib | DOI | .pdf ]