Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator. - Kaito Yamamoto; Syunsuke Mizuno; Chun Yin Chu; Ruck Thawonmas (CIG, 2014)

Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing. - Chun Yin Chu; Hisaaki Hashizume; Zikun Guo; Tomohiro Harada; Ruck Thawonmas (CIG, 2015)

Investigating Kinect-based fighting game AIs that encourage their players to use various skills. - Makoto Ishihara; Taichi Miyazaki; Pujana Paliyawan; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (GCCE, 2015)

Procedural generation of angry birds levels that adapt to the player's skills using genetic algorithm. - Misaki Kaidan; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (GCCE, 2015)

Predicting the opponent's action using the k-nearest neighbor algorithm and a substring tree structure. - Yuto Nakagawa; Kaito Yamamoto; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (GCCE, 2015)

Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI. - Makoto Ishihara; Taichi Miyazaki; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (ACE, 2016)

Procedural generation of angry birds levels with adjustable difficulty. - Misaki Kaidan; Tomohiro Harada; Chun Yin Chu; Ruck Thawonmas (CEC, 2016)

Position-based reinforcement learning biased MCTS for General Video Game Playing. - Chun Yin Chu; Suguru Ito; Tomohiro Harada; Ruck Thawonmas (CIG, 2016)

Piano learning application with feedback provided by an AR virtual character. - Carlos A. Torres Fernandez; Pujana Paliyawan; Chun Yin Chu; Ruck Thawonmas (GCCE, 2016)

Efficient implementation of breadth first search for general video game playing. - Suguru Ito; Zikun Guo; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (GCCE, 2016)

Procedural Generation of Angry Birds Levels using Building Constructive Grammar with Chinese-Style and/or Japanese-Style Models. - Yuxuan Jiang 002; Misaki Kaidan; Chun Yin Chu; Tomohiro Harada; Ruck Thawonmas (CoRR, 2016)