<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-28T08:41:54Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/9942" metadataPrefix="qdc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/9942</identifier><datestamp>2026-02-03T12:20:45Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37959</setSpec></header><metadata><qdc:qualifieddc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:qdc="http://dspace.org/qualifieddc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://purl.org/dc/elements/1.1/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dc.xsd http://purl.org/dc/terms/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dcterms.xsd http://dspace.org/qualifieddc/ http://www.ukoln.ac.uk/metadata/dcmi/xmlschema/qualifieddc.xsd">
   <dc:title>Game Artificial Intelligence: Challenges for the Scientific Community</dc:title>
   <dc:creator>Lara-Cabrera, Raúl</dc:creator>
   <dc:creator>Nogueira-Collazo, Mariela</dc:creator>
   <dc:creator>Cotta-Porras, Carlos</dc:creator>
   <dc:creator>Fernández-Leiva, Antonio José</dc:creator>
   <dc:subject>Inteligencia artificial</dc:subject>
   <dc:subject>Videojuegos</dc:subject>
   <dcterms:abstract>This paper discusses some of the most interesting challenges to which the games research community members may face in the área of the application of arti cial or computational intelligence techniques to the design and creation of video games. The paper focuses on three lines that certainly will in uence signi cantly the industry of game development in the near future, speci cally on the automatic generation of&#xd;
content, the a ective computing applied to video games and the generation of behaviors that manage the decisions of entities not controlled by&#xd;
the human player.</dcterms:abstract>
   <dcterms:dateAccepted>2015-06-18T10:24:26Z</dcterms:dateAccepted>
   <dcterms:available>2015-06-18T10:24:26Z</dcterms:available>
   <dcterms:created>2015-06-18T10:24:26Z</dcterms:created>
   <dcterms:issued>2015-06-18</dcterms:issued>
   <dc:type>conference output</dc:type>
   <dc:identifier>http://hdl.handle.net/10630/9942</dc:identifier>
   <dc:identifier>0000-0002-5330-5217</dc:identifier>
   <dc:language>spa</dc:language>
   <dc:relation>II Congreso de la Sociedad Española para las Ciencias del Videojuego</dc:relation>
   <dc:relation>Barcelona</dc:relation>
   <dc:relation>Junio, 2015</dc:relation>
   <dc:rights>open access</dc:rights>
   <dc:rights>by-nc-nd</dc:rights>
</qdc:qualifieddc>
</metadata></record></GetRecord></OAI-PMH>