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Nicolas Arturo Barriga Richards

Profesor

Universidad de Talca

Talca, Chile

Líneas de Investigación


Artificial Intelligence, Heuristic Search, Videogames, Procedural Content Generation

Educación

  •  Ingenieria Informatica, UNIVERSIDAD TECNICA FEDERICO SANTA MARIA. Chile, 2009
  •  Ingenieria Informatica, UNIVERSIDAD TECNICA FEDERICO SANTA MARIA. Chile, 2006
  •  Ingeniero Civil Informatico, UNIVERSIDAD TECNICA FEDERICO SANTA MARIA. Chile, 2009
  •  Computing Science, UNIVERSITY OF ALBERTA. Canada, 2017

Experiencia Académica

  •   Principal Instructor Part Time

    UNIVERSITY OF ALBERTA

    Science

    Edmonton, Canada

    2015 - 2015

  •   Profesor Conferenciante Full Time

    UNIVERSIDAD DE TALCA

    Facultad de Ingeniería

    Talca, Chile

    2018 - 2023

  •   Assistant Professor Full Time

    UNIVERSIDAD DE TALCA

    Facultad de Ingeniería

    Talca, Chile

    2023 - A la fecha

Experiencia Profesional

  •   Software Engineer Full Time

    ALMA

    Chile

    2007 - 2008

  •   Software Engineer Full Time

    Gemini Observatory

    Chile

    2010 - 2012


 

Article (14)

Biome Generation Tool: A Mixed-Initiative Software for the Procedural Generation of Biomes
Developing 360° Virtual Tours for Promoting Tourism in Natural Parks in Chile
A Virtual Reality System for Fruit Processing Line Personnel Training: A Usability Study Liza Jego, Nicols Barriga and Felipe Besoain
Adversarial Search Algorithms Performance in the Yote Game
Developing Computing Competencies Without Restrictions
Artificial Intelligence and Mobile Programming Courses for a Video Game Development Program in Chile
Prevention of HIV and Other Sexually Transmitted Infections by Geofencing and Contextualized Messages With a Gamified App, UBESAFE: Design and Creation Study
Search, Abstractions and Learning in Real-Time Strategy Games A Dissertation Summary
A Short Introduction to Procedural Content Generation Algorithms for Videogames
Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning
Search, Abstractions and Learning in Real-Time Strategy Games
Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games
The First MicroRTS Artificial Intelligence Competition
Game Tree Search Based on Non-Deterministic Action Scripts in Real-Time Strategy Games

ConferencePaper (4)

Exploring Dynamic Difficulty Adjustment in Videogames
Introduction to Behavior Algorithms for Fighting Games
Combining a probabilistic sampling technique and simple heuristics to solve the dynamic path planning problem
First year of ALMA site software deployment: Where everything comes together

Proyecto (1)

Generación procedural de contenidos en videojuegos=> generando valor y reduciendo costos
18
Nicolas Barriga

Profesor

Escuela de Ingeniería en Desarrollo de Videojuegos y Realidad Virtual

Universidad de Talca

Talca, Chile

5
Felipe Besoain

Académico

Bioinformática

Universidad de Talca

Talca, Chile

1
Constanza Jacques

Investigadora

Institut Universitari d’Investigació en Atenció Primària (IDIAPJGol)

Barcelona, España

1
Cristian Vidal

Profesor

Departamento de Visualización Interactiva y Realidad Virtual

Universidad de Talca

Talca, Chile

1
Claudia Pezoa

Profesor Auxiliar

Facultad

Universidad San Sebastián

valdivia , Chile