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Evolution of artificial terrains for video games based on obstacles edge length

dc.contributor.authorFrade, Miguel
dc.contributor.authorde Vega, F. Fernandez
dc.contributor.authorCotta, Carlos
dc.date.accessioned2013-10-07T14:37:25Z
dc.date.available2013-10-07T14:37:25Z
dc.date.issued2010
dc.date.updated2013-10-04T08:32:22Z
dc.identifier.citationFrade, 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.isbn978-1-4244-6909-3
dc.identifier.urihttp://hdl.handle.net/10400.8/917
dc.language.isoengpor
dc.publisherIEEEpor
dc.subjectArtificial terrainspor
dc.subjectGenetic programmingpor
dc.titleEvolution of artificial terrains for video games based on obstacles edge lengthpor
dc.typeconference object
dspace.entity.typePublication
person.familyNameFrade
person.givenNameMiguel
person.identifier1234758
person.identifier.ciencia-idA512-9B28-1CEC
person.identifier.orcid0000-0002-4405-7696
person.identifier.scopus-author-id24468034000
rcaap.rightsrestrictedAccesspor
rcaap.typeconferenceObjectpor
relation.isAuthorOfPublication95a3fa7a-d37e-45e9-9acb-44c083582fea
relation.isAuthorOfPublication.latestForDiscovery95a3fa7a-d37e-45e9-9acb-44c083582fea

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