Publication
Evolution of artificial terrains for video games based on obstacles edge length
| dc.contributor.author | Frade, Miguel | |
| dc.contributor.author | de Vega, F. Fernandez | |
| dc.contributor.author | Cotta, Carlos | |
| dc.date.accessioned | 2013-10-07T14:37:25Z | |
| dc.date.available | 2013-10-07T14:37:25Z | |
| dc.date.issued | 2010 | |
| dc.date.updated | 2013-10-04T08:32:22Z | |
| dc.identifier.citation | Frade, Miguel; de Vega, F. Fernandez; Cotta, Carlos. Evolution of artificial terrains for video games based on obstacles edge length, Trabalho apresentado em 2010 IEEE Congress on Evolutionary Computation (CEC), In IEEE Congress on Evolutionary Computation, Barcelona, Spain, 2010. | por |
| dc.identifier.isbn | 978-1-4244-6909-3 | |
| dc.identifier.uri | http://hdl.handle.net/10400.8/917 | |
| dc.language.iso | eng | por |
| dc.publisher | IEEE | por |
| dc.subject | Artificial terrains | por |
| dc.subject | Genetic programming | por |
| dc.title | Evolution of artificial terrains for video games based on obstacles edge length | por |
| dc.type | conference object | |
| dspace.entity.type | Publication | |
| person.familyName | Frade | |
| person.givenName | Miguel | |
| person.identifier | 1234758 | |
| person.identifier.ciencia-id | A512-9B28-1CEC | |
| person.identifier.orcid | 0000-0002-4405-7696 | |
| person.identifier.scopus-author-id | 24468034000 | |
| rcaap.rights | restrictedAccess | por |
| rcaap.type | conferenceObject | por |
| relation.isAuthorOfPublication | 95a3fa7a-d37e-45e9-9acb-44c083582fea | |
| relation.isAuthorOfPublication.latestForDiscovery | 95a3fa7a-d37e-45e9-9acb-44c083582fea |
