Kokolo Ikeda

According to our database1, Kokolo Ikeda authored at least 55 papers between 2000 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Improvement of move naturalness for playing good-quality games with middle-level players.
Appl. Intell., 2024

2023
Analyses of Tabular AlphaZero on Strongly-Solved Stochastic Games.
IEEE Access, 2023

Factor Analyses on Positive and Negative Evaluations of Games against Go Programs.
Proceedings of the Technologies and Applications of Artificial Intelligence, 2023

Procedural Content Generation of Super Mario Levels Considering Natural Connection.
Proceedings of the 20th IEEE International Joint Conference on Computer Science and Software Engineering, 2023

Improving the Human-Likeness of Game AI's Moves by Combining Multiple Prediction Models.
Proceedings of the 15th International Conference on Agents and Artificial Intelligence, 2023

Can We Infer Move Sequences in Go from Stone Arrangements?
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

2022
Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG.
IEEE Trans. Games, 2022

Graph Convolutional Networks for Turn-Based Strategy Games.
Proceedings of the 14th International Conference on Agents and Artificial Intelligence, 2022

Playing Good-Quality Games with Weak Players by Combining Programs with Different Roles.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Position Control and Production of Various Strategies for Game of Go Using Deep Learning Methods.
J. Inf. Sci. Eng., 2021

An Efficient Aircraft Boarding Strategy Considering Implementation.
IEICE Trans. Fundam. Electron. Commun. Comput. Sci., 2021

Procedural Maze Generation Considering Difficulty from Human Players' Perspectives.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2020
Analyses of Tabular AlphaZero on NoGo.
Proceedings of the International Conference on Technologies and Applications of Artificial Intelligence, 2020

High-performance Algorithms using Deep Learning in Turn-based Strategy Games.
Proceedings of the 12th International Conference on Agents and Artificial Intelligence, 2020

Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning.
Proceedings of the IEEE Conference on Games, 2020

2019
Puyo Puyo.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Position Control and Production of Various Strategies for Deep Learning Go Programs.
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019

Procedural Content Generation of Rhythm Games Using Deep Learning Methods.
Proceedings of the Entertainment Computing and Serious Games, 2019

Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning.
Proceedings of the IEEE Conference on Games, 2019

Improving Human Players' T-Spin Skills in Tetris with Procedural Problem Generation.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

Designing Policy Network with Deep Learning in Turn-Based Strategy Games.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

2017
Survey of How Human Players Divert In-game Actions for Other Purposes: Towards Human-Like Computer Players.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Optimized Non-visual Information for Deep Neural Network in Fighting Game.
Proceedings of the 9th International Conference on Agents and Artificial Intelligence, 2017

Learning human-like behaviors using neuroevolution with statistical penalties.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

2016
Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Detection and labeling of bad moves for coaching go.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Adaptive Fighting Game Computer Player by Switching Multiple Rule-Based Controllers.
Proceedings of the 3rd International Conference on Applied Computing and Information Technology, 2015

Machine-Learning of Shape Names for the Game of Go.
Proceedings of the Advances in Computer Games - 14th International Conference, 2015

2014
Fast Optimization of the Pattern Shapes in Board Games with Simulated Annealing.
Proceedings of the Knowledge and Systems Engineering, 2014

Biased random sequence generation for making common player believe it unbiased.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

2013
Production of various strategies and position control for Monte-Carlo Go - Entertaining human players.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Further Investigations of 3-Member Simple Majority Voting for Chess.
Proceedings of the Computers and Games - 8th International Conference, 2013

Efficiency of Static Knowledge Bias in Monte-Carlo Tree Search.
Proceedings of the Computers and Games - 8th International Conference, 2013

2012
Extracting Important Patterns for Building State-Action Evaluation Function in Othello.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2012

Adaptation of game AIs using Genetic Algorithm: Keeping variety and suitable strength.
Proceedings of the 6th International Conference on Soft Computing and Intelligent Systems (SCIS), 2012

Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristics.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Accelerated UCT and Its Application to Two-Player Games.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

2010
An Agent-Based Approach to Evaluation of Workflow Support Systems.
Proceedings of the Eighth International Conference on Creating, 2010

2009
Avoidance of constraint violation for experiment-based evolutionary multi-objective optimization.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009

Uncertainty of constraint function in Evolutionary Multi-objective Optimization.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009

Development of a Multiple User Quiz System on a Shared Display.
Proceedings of the Seventh International Conference on Creating, 2009

2008
Socialized Computers and Collaborative Learning.
Proceedings of the New Frontiers in Artificial Intelligence, 2008

Acceleration of parametric Multi-objective Optimization by an initialization technique for Multi-Objective Evolutionary Algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008

2007
Designing Traffic-Sensitive Controllers for Multi-Car Elevators Through Evolutionary Multi-objective Optimization.
Proceedings of the Evolutionary Multi-Criterion Optimization, 4th International Conference, 2007

State evaluation strategy for exemplar-based policy optimization of dynamic decision problems.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

On Socialization of Personal Computing.
Proceedings of the Fifth International Conference on Creating, 2007

2006
Hybridization of genetic algorithm and local search in multiobjective function optimization: recommendation of GA then LS.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006

Instance-Based Policy Search using Binomial Distribution Crossover and Iterated Refreshment.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

2005
Exemplar-based direct policy search with evolutionary optimization.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005

2003
Independent constraint satisfaction and its application to sewerage system control.
Proceedings of the IEEE Congress on Evolutionary Computation, 2003

2002
Deterministic Multi-step Crossover Fusion: A Handy Crossover Composition for GAs.
Proceedings of the Parallel Problem Solving from Nature, 2002

2001
Failure of Pareto-based MOEAs: does non-dominated really mean near to optimal?
Proceedings of the 2001 Congress on Evolutionary Computation, 2001

2000
GA Based on the UV-Structure Hypothesis and Its Application to JSP.
Proceedings of the Parallel Problem Solving from Nature, 2000


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