Hiroyuki Iida
Orcid: 0000-0001-8412-9837
According to our database1,
Hiroyuki Iida
authored at least 135 papers
between 1994 and 2023.
Collaborative distances:
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Bibliography
2023
Application of Meta-Gaming Concept to the Publishing Platform: Analysis of the Steam Games Platform.
Inf., February, 2023
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games.
Entertain. Comput., 2023
Guest Editorial: Special issue on 'Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology'.
Entertain. Comput., 2023
Objectivity and Subjectivity in Variation of Multiple Choice Questions: Linking the Theoretical Concepts Using Motion in Mind.
IEEE Access, 2023
Prediction of Respiratory Induced Lung Tumor Motion Based on Phenomenological Models of Hysteresis.
Proceedings of the IEEE/SICE International Symposium on System Integration, 2023
2022
Knowl. Based Syst., 2022
Inf., 2022
IEEE Access, 2022
Implications of Jerk's On the Measure of Game's Entertainment: Discovering Potentially Addictive Games.
IEEE Access, 2022
Proceedings of the Optical Fiber Communications Conference and Exhibition, 2022
2021
MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series.
Inf., 2021
IEEE Access, 2021
Objectivity and Subjectivity in Games: Understanding Engagement and Addiction Mechanism.
IEEE Access, 2021
Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology.
Proceedings of the Entertainment Computing - ICEC 2021, 2021
2020
Multim. Tools Appl., 2020
Characterizing the Nature of Probability-Based Proof Number Search: A Case Study in the Othello and Connect Four Games.
Inf., 2020
Nature of Attractive Multiplayer Games: Case Study on China's Most Popular Card Game - DouDiZhu.
Inf., 2020
Finding appropriate settings for fairness and engagement in a newly designed game through self-playing AI program: A case study using Japanese crossword game 'MyoGo Renju'.
Entertain. Comput., 2020
Proceedings of the Entertainment Computing - ICEC 2020, 2020
Finding Flow in Training Activities by Exploring Single-Agent Arcade Game Information Dynamics.
Proceedings of the Entertainment Computing - ICEC 2020, 2020
An Artificial Immune System Approach for Solving Type-E Assembly Line Balancing Problem with Problem-Specific Information.
Proceedings of the 16th IEEE International Conference on Control & Automation, 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
Fresnel Reflection Analysis for Optical Fibre Identification Employing with Three-Wavelength OTDR.
Proceedings of the European Conference on Optical Communications, 2020
Proceedings of the IEEE Conference on Games, 2020
Proceedings of the IEEE Conference on Games, 2020
2019
Game refinement theory: Paradigm shift from performance optimization to comfort in mind.
Entertain. Comput., 2019
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019
Proceedings of the Science and Technologies for Smart Cities, 2019
Proceedings of the Entertainment Computing and Serious Games, 2019
Proceedings of the 8th International Congress on Advanced Applied Informatics, 2019
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019
2018
J. Int. Comput. Games Assoc., 2018
Proceedings of the Soft Computing in Data Science - 4th International Conference, 2018
Analysis of the Effect of Number of Players on the Excitement of the Game with Respect to Fairness.
Proceedings of the Entertainment Computing - ICEC 2018, 2018
Proceedings of the E-Learning and Games - 12th International Conference, 2018
Proceedings of the E-Learning and Games - 12th International Conference, 2018
2017
First Results from Using Game Refinement Measure and Learning Coefficient in Scrabble.
CoRR, 2017
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2017
Proceedings of the 4th International Conference on Systems and Informatics, 2017
Proceedings of the 4th International Conference on Systems and Informatics, 2017
Proceedings of the 9th International Conference on Agents and Artificial Intelligence, 2017
Proceedings of the International Conference on Computer, 2017
Proceedings of the Advances in Computer Games - 15th International Conferences, 2017
An Analysis of Majority Voting in Homogeneous Groups for Checkers: Understanding Group Performance Through Unbalance.
Proceedings of the Advances in Computer Games - 15th International Conferences, 2017
Proceedings of the Advances in Computer Entertainment Technology, 2017
2016
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2016
Measuring force of game information in the brain: Linking game refinement theory and neuroscience.
Proceedings of the 8th International Conference on Knowledge and Smart Technology, 2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the 3rd International Conference on Systems and Informatics, 2016
Proceedings of the 3rd International Conference on Systems and Informatics, 2016
Proceedings of the 8th International Conference on Agents and Artificial Intelligence (ICAART 2016), 2016
An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
Proceedings of the Advances in Computer Science and Ubiquitous Computing, 2016
2015
EAI Endorsed Trans. Creative Technol., 2015
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015
Critical Position Identification in Games and Its Application to Speculative Play.
Proceedings of the ICAART 2015, 2015
Proceedings of the Agents and Artificial Intelligence - 7th International Conference, 2015
Reordering Variables using ‘Contribution Number' Strategy to Neutralize Sudoku Sets.
Proceedings of the ICAART 2015, 2015
Proceedings of the 3rd International Conference on Applied Computing and Information Technology, 2015
Proceedings of the Advances in Computer Games - 14th International Conference, 2015
Proceedings of the Advances in Computer Games - 14th International Conference, 2015
2014
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
2013
J. Int. Comput. Games Assoc., 2013
J. Int. Comput. Games Assoc., 2013
J. Int. Comput. Games Assoc., 2013
200-subchannel ultra-high-density frequency division multiplexed coherent otdr with nonlinear effect suppression.
Proceedings of the 2013 Optical Fiber Communication Conference and Exposition and the National Fiber Optic Engineers Conference (OFC/NFOEC), 2013
How Humans Search Varying-Knowledge Environments: Solving Imperfect Information Mazes.
Proceedings of the HCI International 2013 - Posters' Extended Abstracts, 2013
Proceedings of the Computers and Games - 8th International Conference, 2013
2012
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012
2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Intelligent Science and Intelligent Data Engineering, 2011
2009
2008
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008
2007
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007
2005
2004
Proceedings of the Entertainment Computing, 2004
Proceedings of the International Conference on Cognitive Modelling, 2004
2003
Application of the killer-tree heuristic and the lambda-search method to lines of action.
Inf. Sci., 2003
2002
Endgame Search Techniques Developed in Shogi: Application to Lines of Action.
Proceedings of the 6th Joint Conference on Information Science, 2002
A metric for entertainment of boardgames: its implication for evolution of chess variants.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002
2001
Theor. Comput. Sci., 2001
J. Int. Comput. Games Assoc., 2001
Artif. Intell., 2001
Entertainement Computing.
Proceedings of the Human-Computer Interaction INTERACT '01: IFIP TC13 International Conference on Human-Computer Interaction, 2001
2000
J. Int. Comput. Games Assoc., 2000
J. Int. Comput. Games Assoc., 2000
Proceedings of the Computers and Games, Second International Conference, 2000
1999
J. Int. Comput. Games Assoc., 1999
J. Int. Comput. Games Assoc., 1999
Report on the First Meeting of the Special Issue Group on Games Informatics (IPSJ-SIG-GI).
J. Int. Comput. Games Assoc., 1999
1998
J. Int. Comput. Games Assoc., 1998
J. Int. Comput. Games Assoc., 1998
Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi.
Proceedings of the Computers and Games, First International Conference, 1998
Proceedings of the Computers and Games, First International Conference, 1998
1997
J. Int. Comput. Games Assoc., 1997
1996
Proceedings of the 24th ACM Conference on Computer Science, 1996
1995
J. Int. Comput. Games Assoc., 1995
1994