Michimasa Inaba

According to our database1, Michimasa Inaba authored at least 38 papers between 2011 and 2024.

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

Timeline

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Bibliography

2024
Can Large Language Models be Used to Provide Psychological Counselling? An Analysis of GPT-4-Generated Responses Using Role-play Dialogues.
CoRR, 2024

2023
Enhancing Consistency in Multimodal Dialogue System Using LLM with Dialogue Scenario.
CoRR, 2023

Generating Character Lines in Four-Panel Manga.
Proceedings of the 37th Pacific Asia Conference on Language, 2023

SumRec: A Framework for Recommendation using Open-Domain Dialogue.
Proceedings of the 37th Pacific Asia Conference on Language, 2023


2022
Collection and Analysis of Travel Agency Task Dialogues with Age-Diverse Speakers.
Proceedings of the Thirteenth Language Resources and Evaluation Conference, 2022

2019
Overview of the sixth dialog system technology challenge: DSTC6.
Comput. Speech Lang., 2019

Dialogue System Live Competition: Identifying Problems with Dialogue Systems Through Live Event.
Proceedings of the Increasing Naturalness and Flexibility in Spoken Dialogue Interaction, 2019

Overview of the Dialogue Breakdown Detection Challenge 4.
Proceedings of the Increasing Naturalness and Flexibility in Spoken Dialogue Interaction, 2019

A Method for Identification of Students' States Using Kinect.
Proceedings of the 13th International Conference on Ubiquitous Information Management and Communication, 2019

2018
Estimating User Interest from Open-Domain Dialogue.
Proceedings of the 19th Annual SIGdial Meeting on Discourse and Dialogue, 2018

Improving the Performance of Chat-Oriented Dialogue Systems via Dialogue Breakdown Detection.
Proceedings of the 9th International Workshop on Spoken Dialogue System Technology, 2018

Answering What-type and Who-type Questions for Non-task-oriented Dialogue Agents.
Proceedings of the 10th International Conference on Agents and Artificial Intelligence, 2018

2017
Experiments on images displayed for praising and scolding in e-learning systems.
Proceedings of the 11th International Conference on Ubiquitous Information Management and Communication, 2017

Generating human-like discussion by paraphrasing a translation by the AIWolf protocol using werewolf BBS logs.
Proceedings of the 2017 IEEE International Conference on Fuzzy Systems, 2017

2016
Improvement of Agent Learning for a Card Game Based on Multi-channel ART Networks.
J. Comput., 2016

Extension of Genetic Programming with Multiple Trees for Agent Learning.
J. Comput., 2016

Constructing a Human-like agent for the Werewolf Game using a psychological model based multiple perspectives.
Proceedings of the 2016 IEEE Symposium Series on Computational Intelligence, 2016

Backchanneling via Twitter Data for Conversational Dialogue Systems.
Proceedings of the Speech and Computer - 18th International Conference, 2016

Neural Utterance Ranking Model for Conversational Dialogue Systems.
Proceedings of the SIGDIAL 2016 Conference, 2016

The dialogue breakdown detection challenge: Task description, datasets, and evaluation metrics.
Proceedings of the Tenth International Conference on Language Resources and Evaluation LREC 2016, 2016

Construction of a Player Agent for a Card Game Using an Ensemble Method.
Proceedings of the Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 20th International Conference KES-2016, 2016

Interactive Learning of a FALCON for a Card Game.
Proceedings of the Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 20th International Conference KES-2016, 2016

Obtaining Repetitive Actions for Genetic Programming with Multiple Trees.
Proceedings of the Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 20th International Conference KES-2016, 2016

AI Wolf Contest - Development of Game AI Using Collective Intelligence -.
Proceedings of the Computer Games - 5th Workshop on Computer Games, 2016

Experimental Investigation for a Human Relationship Formation Support Agent using Information Presentation During Conversation.
Proceedings of the 8th International Conference on Agents and Artificial Intelligence (ICAART 2016), 2016

Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis.
Proceedings of the Computers and Games - 9th International Conference, 2016

2015
Machine-Learned Ranking Based Non-Task-Oriented Dialogue Agent Using Twitter Data.
Proceedings of the IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, 2015

Movement design of a life-like agent for the werewolf game.
Proceedings of the 2015 IEEE International Conference on Fuzzy Systems, 2015

2014
Experiments Assessing Learning of Agent Behavior using Genetic Programming with Multiple Trees.
Proceedings of the ICAART 2014, 2014

Statistical Response Method and Learning Data Acquisition using Gamified Crowdsourcing for a Non-task-oriented Dialogue Agent.
Proceedings of the Agents and Artificial Intelligence - 6th International Conference, 2014

Constructing a Non-task-oriented Dialogue Agent using Statistical Response Method and Gamification.
Proceedings of the ICAART 2014, 2014

Development of werewolf match system for human players mediated with lifelike agents.
Proceedings of the second international conference on Human-agent interaction, 2014

Investigation of the effects of nonverbal information on werewolf.
Proceedings of the IEEE International Conference on Fuzzy Systems, 2014

2013
Effects of Images Displayed for Praising or Scolding on Motivation in E-Learning.
Proceedings of the IEEE International Conference on Systems, 2013

Strategy Selection by Reinforcement Learning for Multi-car Elevator Systems.
Proceedings of the IEEE International Conference on Systems, 2013

2012
Experiments of displaying images to keep the motivation in e-learning.
Proceedings of the IEEE International Conference on Systems, Man, and Cybernetics, 2012

2011
Automatic detection of "enthusiasm" in non-task-oriented dialogues using word co-occurrence.
Proceedings of the 2011 IEEE Workshop on Affective Computational Intelligence, 2011


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