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Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques., , , , и . IEEE Trans. Comput. Intellig. and AI in Games, 3 (3): 274-288 (2011)Gameplay semantics for authoring adaptivity in mobile games., , , и . FDG, стр. 435-436. Society for the Advancement of the Science of Digital Games, (2013)The BEAM: A first EAM Implementation., и . APPIA-GULP-PRODE, стр. 425-440. (1999)Scenario adaptivity in serious games.. FDG, стр. 268-270. ACM, (2010)On Applying Program Transformation to Implement Suspension-Based Tabling in Prolog., , и . ICLP, том 4670 из Lecture Notes in Computer Science, стр. 444-445. Springer, (2007)Improving Memory Usage in the BEAM., и . PADL, том 3350 из Lecture Notes in Computer Science, стр. 143-157. Springer, (2005)Designing Procedurally Generated Levels., , и . AI in the Game Design Process @ AIIDE, том WS-13-20 из AAAI Technical Report, AAAI, (2013)MultiTLS: using multiple and diverse ciphers for stronger secure channels., , , , и . Comput. Secur., (сентября 2023)A design and implementation of the Extended Andorra Model., , и . Theory Pract. Log. Program., 12 (3): 319-360 (2012)Authoring Adaptive Game World Generation., , и . IEEE Trans. Games, 10 (1): 42-55 (2018)