• Cyril Brom, Jakub Gemrot, Michal Bida, Ondrej Burkert, Sam J. Partington, and Joanna J. Bryson. POSH tools for game agent development by students and non-programmers. In The Nineth International Computer Games Conference: AI, Mobile, Educational and Serious Games, 2006.
  • Cyril Brom, Klára Pesková, and Jiri Lukavsky. What Does Your Actor Remember? Towards Characters with a Full Episodic Memory. In International Conference on Virtual Storytelling, pages 89–101, 2007. (doi:10.1007/978-3-540-77039-8_8)
  • Rudolf Kadlec, Jakub Gemrot, Ondřej Burkert, Michal Bída, Jan Havlícek, and Cyril Brom. Pogamut 2 – a Platform for Fast Development of Virtual Agents' Behavior. In Proceedings of International Conference on Computer Games - AI, Animation, Mobile, Educational and Serious Games (CGAMES), pages 49—-53, 2007.
  • Michal Bída and Cyril Brom. Towards a platform for the education in emotion modeling based on virtual environments. In Proceedings of the 3rd Workshop on Emotion and Computing: Current Research and Future Impact, volume 23, 2008.
  • Cyril Brom, Jakub Gemrot, Ondrej Burkert, Rudolf Kadlec, and Michal Bida. 3D immersion in virtual agents education. In International Conference on Interactive Digital Storytelling, pages 59–70, 2008. (doi:10.1007/978-3-540-89454-4_11)
  • Cyril Brom, Michal Bida, Jakub Gemrot, Rudolf Kadlec, and Tomas Plch. Emohawk: Searching for a "good" emergent narrative. In Proceedings of the Joint International Conference on Interactive Digital Storytelling, 2009. (doi:10.1007/978-3-642-10643-9_12)
  • Daniel Cuadrado and Yago Saez. Chuck Norris rocks! In Proceedings of the IEEE Symposium on Computational Intelligence and Games, pages 69–74, 2009. (doi:10.1109/CIG.2009.5286493)
  • Jakub Gemrot, Rudolf Kadlec, Michal Bida, Ondrej Burkert, Radek Pibil, Jan Havlicek, Lukas Zemcak, Juraj Simlovic, Radim Vansa, Michal Stolba, Tomas Plch, and Cyril Brom. Pogamut 3 can assist developers in building AI (not only) for their videogame agents. Agents for games and simulations, pages 1–15, 2009. (doi:10.1007/978-3-642-11198-3_1)
  • Daichi Hirono and Ruck Thawonmas. Implementation of a human-like bot in a first person shooter: second place bot at botprize 2008. In Proceedings of the Asia Simulation Conference, 2009.
  • Rudolf Kadlec, Ondřej Burkert, and Cyril Brom. Creating game bots in a few easy steps. In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era on - MindTrek '09, 2009. (doi:10.1145/1621841.1621888)
  • Rudolf Kadlec, Jakub Gemrot, Michal Bida, Ondrej Burkert, Jan Havlicek, Lukas Zemcak, Radek Pibil, Radim Vansa, and Cyril Brom. Extensions and applications of Pogamut 3 platform. International Workshop on Intelligent Virtual Agents, I, 2009. (doi:10.1007/978-3-642-04380-2_65)
  • Maciej Lewinski, Cetin Demir, and Rajat Anantharam. Incorporating Team Strategies in Bots for Capture the Flag mode of Unreal Tournament 2004. 2009.
  • Ryan Small and Clare Bates Congdon. Agent Smith: Towards an evolutionary rule-based agent for interactive dynamic games. In 2009 IEEE Congress on Evolutionary Computation, CEC 2009, pages 660–666, 2009. (doi:10.1109/CEC.2009.4983008)
  • Niels Van Hoorn, Julian Togelius, and Jürgen Schmidhuber. Hierarchical controller learning in a first-person shooter. In 2009 IEEE Symposium on Computational Intelligence and Games, pages 294–301, 2009. (doi:10.1109/CIG.2009.5286463)
  • Di Wang, Budhitama Subagdja, Ah-hwee Tan, and GW Ng. Creating human-like autonomous players in real-time first person shooter computer games. In Proceedings of the 21st Annual Conference on Innovative Applications of Artificial Intelligence, pages 173–178, 2009.
  • Giovanni Acampora, Fabio Ferraguto, and Vincenzo Loia. Synthesizing bots emotional behaviors through fuzzy cognitive processes. In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG2010, pages 329–336, 2010. (doi:10.1109/ITW.2010.5593338)
  • Cyril Brom and Jiri Lukavsky. Episodic Memory for Human-Like Agents and Human-Like Agents for Episodic Memory. International Journal of Machine Consciousness, 2:227–244, 2010. (doi:10.1142/S1793843010000461)
  • Cyril Brom, Ond??ej Burkert, and Rudolf Kadlec. Timing in episodic memory for virtual characters. In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pages 305–312, 2010. (doi:10.1109/ITW.2010.5593339)
  • Ondrej Burkert, Cyril Brom, Rudolf Kadlec, and Jiri Lukavsky. Timing in Episodic Memory: Virtual Characters in Action. In Proceedings of the Remembering Who We Are – Human Memory for Artificial Agents Symposium, 2010.
  • Jakub Gemrot, Cyril Brom, Rudolf Kadlec, Michal Bída, Ondřej Burkert, Michal Zemcák, Radek Píbil, and Tomás Plch. Pogamut 3 – Virtual Humans Made Simple. Advances in Cognitive Science, pages 211–243, 2010.
  • Koen V. Hindriks, Birna van Riemskijk, Tristan M. Behrens, Rien Korstanje, Nick Kraayenbrink, Wouter Pasman, and Lennard de Rijk. Unreal Goal Bots: Connecting Agents to Complex Dynamic Environments. AGS, 2010. (doi:10.1007/978-3-642-18181-8)
  • Rudolf Kadlec and Cyril Brom. I can (almost) remember what you are doing: from actions to tasks. In Remembering Who We Are – Human Memory for Artificial Agents Symposium, pages 27–30, 2010.
  • Stelios Petrakis and Anastasios Tefas. Neural networks training for weapon selection in first-person shooter games. In International Conference on Artificial Neural Networks, 2010. (doi:10.1007/978-3-642-15825-4_55)
  • Tomás Plch and Cyril Brom. Enhancements for Reactive Planning – Tricks and Hacks. In Proceedings of SOFSEM (Software Seminar), 2010.
  • Tristan M. Behrens, Koen V. Hindriks, and Jürgen Dix. Towards an environment interface standard for agent platforms. Annals of Mathematics and Artificial Intelligence, 61(4):261–295, 2011. (doi:10.1007/s10472-010-9215-9)
  • Antonio J. Fernández Leiva and Jorge L. O'Valle Barragán. Decision tree-based algorithms for implementing bot AI in UT2004. In International Work-Conference on the Interplay Between Natural and Artificial Computation, pages 383–392, 2011. (doi:10.1007/978-3-642-21344-1_40)
  • Jakub Gemrot, Cyril Brom, Joanna Bryson, and Michal Bida. How to compare usability of techniques for the specification of virtual agents' behavior? An experimental pilot study with human subjects. In International Workshop on Agents for Educational Games and Simulations, 2011. (doi:10.1007/978-3-642-32326-3_3)
  • Jakub Gemrot, Cyril Brom, and Tomas Plch. A periphery of pogamut: From bots to agents and back again. gents for games and simulations II, pages 19–37, 2011. (doi:10.1007/978-3-642-18181-8_2)
  • Frank Glavin and Michael Madden. Incorporating Reinforcement Learning into the Creation of Human-Like Autonomous Agents in First Person Shooter Games. In Proceedings of the 12th Annual European Conference on Simulation and AI in Computer Games, 2011.
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  • Anshul Goyal and Philippe Pasquier. Human-like Bots for Unreal Tournament 2004: A Q-learning Approach to Refine UT2004 Strategies, 2011.
  • Koen V. Hindriks, Rien Kostanje, Birna van Riemsdijk, Nick Kaayenbrink, Lennard de Rijk, Tristan Behrens, and Wouter Pasman. Unreal Goal Bots. In Agents for Games and Simulations II. Springer Berlin Heidelberg, 2011.
  • Markita Popelova, Michal Bida, Cyril Brom, Jakub Gemrot, and Jakub Tomek. When a couple goes together: Walk along steering. International Conference on Motion in Games, pages 278–289, 2011. (doi:10.1007/978-3-642-25090-3_24)
  • Bulent Tastan and Gita Sukthankar. Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning. In Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, pages 85–90, 2011.
  • Giovanni Acampora, Vincenzo Loia, and Autilia Vitiello. Improving game bot behaviours through timed emotional intelligence. Knowledge-Based Systems, 34:97–113, 2012. (doi:10.1016/j.knosys.2012.04.012)
  • Michal Bida, Martin Cerny, Jakub Gemrot, and Cyril Brom. Evolution of GameBots project. In International Conference on Entertainment Computing, pages 397–400, 2012. (doi:10.1007/978-3-642-33542-6_37)
  • Cyril Brom, Petr Babor, Markéta Popelová, Michal Bída, Jakub Tomek, and Jakub Gemrot. Controlling Three Agents in a Quarrel: Lessons Learnt. In International Conference on Motion in Games, 2012.
  • Cyril Brom, Jan Vyhnanek, Jiri Lukavsky, David Waller, and Rudolf Kadlec. A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models. Cognitive Systems Research, 17-18:1–24, 2012. (doi:10.1016/j.cogsys.2011.09.001)
  • Jakub Gemrot, Michal Bída, and Cyril Brom. Pogamut Toolkit ( Demonstration ). In Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems, 2012.
  • Jakub Gemrot, Zdenek Hlavka, and Cyril Brom. Does high-level behavior specification tool make production of virtual agent behaviors better? In International AAMAS Workshop on Cognitive Agents for Virtual Environments, 2012. (doi:10.1007/978-3-642-36444-0_11)
  • Marcel Golunski and Piotr Wasiewicz. Interfacing Clojure with Pogamut 3 platform. Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments, 2012. (doi:10.1117/12.2000228)
  • Pankaj Gupta. Intelligent Agents Using Unreal Tournament 2004 And Pogamut 3, 2012.
  • Rudolf Kadlec, Michal Cermak, Zdenek Behan, and Cyril Brom. Generating corpora of activities of daily living and towards measuring the corpora's complexity. In International AAMAS Workshop on Cognitive Agents for Virtual Environments, 2012. (doi:10.1007/978-3-642-36444-0_10)
  • M Popelová, Cyril Brom, Jakub Tomek, and M Bída. Toolkit for teaching steering behaviors for 3D human-like virtual agents. In Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems, volume 3, 2012.
  • Casey Rosenthal and Clare Bates Congdon. Personality profiles for generating believable bot behaviors. In Proceedings of the IEEE Conference on Computational Intelligence and Games, pages 124–131, 2012. (doi:10.1109/CIG.2012.6374147)
  • Roman Barták, Cyril Brom, Cerny Martin, and Jakub Gemrot. Planning and Reactive Agents in Dynamic Game Environments: An Experimental Study. Proceedings of International Conference on Agents and Artificial Intelligence (ICAART), pages 234–240, 2013.
  • Michal Bida, Martin Cerny, and Cyril Brom. SimDate3D - Level two. In International Conference on Interactive Digital Storytelling, pages 128–131, 2013. (doi:10.1007/978-3-319-02756-2_16)
  • Anna I. Esparcia-Alcázar and Jaroslav Moravec. Fitness approximation for bot evolution in genetic programming: Lessons learned from the UT2004 computer game. Soft Computing, 17(8):1479–1487, 2013. (doi:10.1007/s00500-012-0965-7)
  • Rudolf Kadlec and Cyril Brom. DyBaNeM: Bayesian Episodic Memory Framework for Intelligent Virtual Agents. In International Workshop on Intelligent Virtual Agents, pages 15–28, 2013.
  • Rien Korstanje, Cyril Brom, Jakub Gemrot, and Koen V. Hindriks. Comparing Programming in POSH and GOAL A Comparative Study using Intelligent Virtual Agents. 2013.
  • A. M. Mora, F. Aisa, R. Caballero, P. Garcia-Sanchez, J. J. Merelo, P. A. Castillo, and R. Lara-Cabrera. Designing and Evolving an Unreal Tournament 2004 Expert Bot. In International Work-Conference on Artificial Neural Networks, 2013. (doi:10.1007/978-3-642-21501-8)
  • A. M. Mora, F. Aisa, R. Caballero, P. Garcia-Sanchez, J. J. Merelo, P. A. Castillo, and R. Lara-Cabrera. Designing and Evolving an Unreal Tournament 2004 Expert Bot. In International Work-Conference on Artificial Neural Networks, volume 6691, pages 157–165, 2013. (doi:10.1007/978-3-642-21501-8)
  • Jacob Schrum, Igor V. Karpov, and Risto Miikkulainen. Human-Like Combat Behaviour viaMultiobjective Neuroevolution. In Believable Bots: Can Computers Play Like People?. Springer, 2013. (doi:10.1007/978-3-642-32323-2)
  • Jakub Gemrot, Martin Cerny, and Cyril Brom. Teaching Intelligent Virtual Agents Programming Through Simulated Children's Games. In GAME-ON'2014, 2014.
  • Frank G. Glavin and Michael G. Madden. Adaptive Shooting for Bots in First Person Shooter Games using Reinforcement Learning. IEEE Transactions on Computational Intelligence and AI in Games, 7(2), 2014. (doi:10.1109/TCIAIG.2014.2363042)
  • Martin Cerny, Roman Barták, Cyril Brom, and Jakub Gemrot. To Plan or to Simply React? An Experimental Study of Action Planning in a Game Environment. Computational Intelligence, 2015. (doi:10.1111/coin.12079)
  • Frank G. Glavin and Michael G. Madden. Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning. In Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, pages 344–351, 2015. (doi:10.1109/CIG.2015.7317928)
  • Antonio Miguel Mora, Francisco Aisa, Pablo García-Sánchez, Pedro Ángel Castillo, and Juan Julián Merelo. Modelling a Human-Like Bot in a First Person Shooter Game. International Journal of Creative Interfaces and Computer Graphics, 6(1):21–37, 2015. (doi:10.4018/IJCICG.2015010102)
  • Manuel G. Bedia, Luis Castillo, Carolina Lopez, Francisco Seron, and Gustavo Isaza. Designing virtual bots for optimizing strategy-game groups. Neurocomputing, 172:453–458, 2016. (doi:10.1016/j.neucom.2015.05.118)
  • Shu Feng and Ah Hwee Tan. Towards autonomous behavior learning of non-player characters in games. Expert Systems with Applications, 56:89–99, 2016. (doi:10.1016/j.eswa.2016.02.043)