Ruck Thawonmas

Orcid: 0000-0001-9001-5828

Affiliations:
  • Ritsumeikan University, Biwako-Kusatsu, Japan


According to our database1, Ruck Thawonmas authored at least 199 papers between 1995 and 2024.

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

Timeline

Legend:

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Bibliography

2024
eXtended meta-uni-omni-Verse (XV): Introduction, Taxonomy, and State-of-the-Art.
IEEE Consumer Electron. Mag., May, 2024

Metaverse and Extended Universe (XV): Opportunities and Challenges for Consumer Technologies.
IEEE Consumer Electron. Mag., May, 2024

Enhanced DareFightingICE Competitions: Sound Design and AI Competitions.
CoRR, 2024

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation.
CoRR, 2024

Large Language Models are Null-Shot Learners.
CoRR, 2024

2023
Investigating the influence of survival selection and fitness estimation method in genotype-based surrogate-assisted genetic programming.
Artif. Life Robotics, February, 2023

Adaptive Background Music for a Fighting Game: A Multi-Instrument Volume Modulation Approach.
CoRR, 2023

Improving Data Transfer Efficiency for AIs in the DareFightingICE using gRPC.
CoRR, 2023

Artificial Reality: Immersive but Factually Dishonest AR Experience.
IEEE Consumer Electron. Mag., 2023

Breaking Bad: Unraveling Influences and Risks of User Inputs to ChatGPT for Game Story Generation.
Proceedings of the Interactive Storytelling, 2023

What Is Waiting for Us at the End? Inherent Biases of Game Story Endings in Large Language Models.
Proceedings of the Interactive Storytelling, 2023

Analyzing Audience Comments: Improving Interactive Narrative with ChatGPT.
Proceedings of the Interactive Storytelling, 2023

The Chronicles of ChatGPT: Generating and Evaluating Visual Novel Narratives on Climate Change Through ChatGPT.
Proceedings of the Interactive Storytelling, 2023

Journey of ChatGPT from Prompts to Stories in Games: the Positive, the Negative, and the Neutral.
Proceedings of the 13th IEEE International Conference on Consumer Electronics - Berlin, 2023

Web-Agile Facial Emotion Recognition and Eye-Tracking System (WAFER-ET).
Proceedings of the 13th IEEE International Conference on Consumer Electronics - Berlin, 2023

Enhancing Novelty in ChatGPT Responses: Incorporating Random Word Brainstorming.
Proceedings of the 13th International Conference on Advances in Information Technology, 2023

Adaptive Background Music According to the Player's Arousal for DareFightingICE.
Proceedings of the 13th International Conference on Advances in Information Technology, 2023

Am I Fighting Well? Fighting Game Commentary Generation With ChatGPT.
Proceedings of the 13th International Conference on Advances in Information Technology, 2023

Minecraft Video Aesthetics Quality Assessment Model.
Proceedings of the 13th International Conference on Advances in Information Technology, 2023

ChatGPT4PCG Competition: Character-like Level Generation for Science Birds.
Proceedings of the IEEE Conference on Games, 2023

Achieving Fairness in DareFightingICE Agents Evaluation Through a Delay Mechanism.
Proceedings of the IEEE Conference on Games, 2023

A Cross-Modality Transfer Reinforcement Learning Blind Agent on DareFightingICE.
Proceedings of the IEEE Conference on Games, 2023

Fighting Game Adaptive Background Music for Improved Gameplay.
Proceedings of the IEEE Conference on Games, 2023

2022
Guest Editorial Introduction to the Special Section on Immersive Virtual Reality Simulation for Vehicular Technology.
IEEE Trans. Veh. Technol., 2022

Fighting-Game Gameplay Generation Using Highlight Cues.
IEEE Trans. Games, 2022

Comparison of synchronous and asynchronous parallelization of extreme surrogate-assisted multi-objective evolutionary algorithm.
Nat. Comput., 2022

Toward a Minecraft Mod for Early Detection of Alzheimer's Disease in Young Adults.
CoRR, 2022

Improving Deep-Feature Image Similarity Calculation: A Case Study on an Ukiyo-e Card Matching Game Lottery.
IEEE Access, 2022

A Card Game for Collecting Human-Perceived Similarity Data of Artwork Images.
IEEE Access, 2022

Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

Rap-Style Commentary Generation in an Audience Participation Fighting Game.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022

User Friendly Minecraft Mod for Early Detection of Alzheimer's Disease in Young Adults.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022

Impressions of the GDMC AI Settlement Generation Challenge in Minecraft.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

A Deep Reinforcement Learning Blind AI in DareFightingICE.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

DareFightingICE Competition: A Fighting Game Sound Design and AI Competition.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Cute Helper: A Study on the Effect of Virtual Character Expressions on Players' Engagement in a Game for Collecting Artwork Descriptions.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Science Birds Gameplay With a Smile Interface to Promote the Spectator's Emotion.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Parallel differential evolution applied to interleaving generation with precedence evaluation of tentative solutions.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

An Audience Participation Game with Difficulty Adjustment and Rap-style Commentary based on Audience Inputs.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Cuteness in JUSTIN: Adding a Virtual Moderator for Entertaining User in an Audience Participation Game for Collecting Artwork Description Data.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Toward a PCG-driven 3D Game for Preclinical Detection of Dementia.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

An Aerial Cinematographer AI for Settlements in Minecraft-Toward Their Crowd Assessment.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

A Maze Game with Singing Interface to Fight Dementia.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

JUSTIN sings: adding a musical-style narration generator to an APGWAP that collects ukiyo-e artworks descriptions.
Proceedings of the 10th IEEE Global Conference on Consumer Electronics, 2021

Adaptation of Search Generations in Extreme Learning Assisted MOEA/D Based on Estimation Accuracy of Surrogate Model.
Proceedings of the IEEE Congress on Evolutionary Computation, 2021

2020
Guest Editorial: Special Issue on Serious Games for Health.
IEEE Trans. Games, 2020

Analysis of Relation between Prediction Accuracy of Surrogate Model and Search Performance on Extreme Learning Machine Assisted MOEA/D.
Proceedings of the 59th Annual Conference of the Society of Instrument and Control Engineers of Japan, 2020

Interleaving Generation Evolutionary Algorithm with Precedence Evaluation of Tentative Offspring.
Proceedings of the 59th Annual Conference of the Society of Instrument and Control Engineers of Japan, 2020

Proposal of Surrogate Model for Genetic Programming Based on Program Structure Similarity.
Proceedings of the 59th Annual Conference of the Society of Instrument and Control Engineers of Japan, 2020

Towards Musical Game Therapy: A Survey on Music Therapy and Games for Health Promotion.
Proceedings of the 5th International Workshop on Innovations in Information and Communication Science and Technology, 2020

Enhancement of Angry Birds Level Generation from Sketches Using Cycle-Consistent Adversarial Networks.
Proceedings of the 9th IEEE Global Conference on Consumer Electronics, 2020

Encourage Players to Smile While Playing Games Bring More Enjoyment.
Proceedings of the IEEE Conference on Games, 2020

Towards Social Facilitation in Audience Participation Games: Fighting Game AIs whose Strength Depends on Audience Responses.
Proceedings of the IEEE Conference on Games, 2020

JUSTIN: An Audience Participation Game With A Purpose for Collecting Descriptions for Artwork Images.
Proceedings of the IEEE Conference on Games, 2020

Rap-Style Comment Generation to Entertain Game Live Streaming.
Proceedings of the IEEE Conference on Games, 2020

Singing with an Angry-Birds-like Game.
Proceedings of the IEEE Conference on Games, 2020

Generating Angry Birds-Like Levels With Domino Effects Using Constrained Novelty Search.
Proceedings of the IEEE Conference on Games, 2020

Proposal of Multimodal Program optimization Benchmark and Its Application to Multimodal Genetic Programming.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

2019
Guest Editorial Special Issue on Game Competition Frameworks for Research and Education.
IEEE Trans. Games, 2019

Runner: A 2D platform game for physical health promotion.
SoftwareX, 2019

Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130).
NII Shonan Meet. Rep., 2019

Towards An Angry-Birds-like Game System for Promoting Mental Well-being of Players Using Art-Therapy-embedded PCG.
CoRR, 2019

Motion Recommender for Preventing Injuries During Motion Gaming.
IEEE Access, 2019

Promoting Emotional Well-Being with Angry-Birds-like Gameplay on Pixel Image Levels.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Player Dominance Adjustment Motion Gaming AI for Health Promotion.
Proceedings of the Motion, Interaction and Games, 2019

Dancing ICE: A Rhythm Game to Control the Amount of Movement Through Pre-Recorded Healthy Moves.
Proceedings of the Motion, Interaction and Games, 2019

Improving Brain Memory through Gaming Using Hand Clenching and Spreading.
Proceedings of the Motion, Interaction and Games, 2019

Multimodal genetic programming using program similarity measurement and its application to wall-following problem.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Player Dominance Adjustment: Promoting Self-Efficacy and Experience of Game Players by Adjusting Dominant Power.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Enhance Physical and Mental Well-Being of Game Players in an Endless Running Game.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

An Analysis of Highlight-Oriented AI Using Fighting-Game Experience.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Towards an Angry-Birds-Like Game System for Promoting Mental Well-Being of Players using Art-Therapy-Embedded Procedural Content Generation.
Proceedings of the IEEE 8th Global Conference on Consumer Electronics, 2019

Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment.
Proceedings of the IEEE Conference on Games, 2019

A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay.
Proceedings of the IEEE Conference on Games, 2019

An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms.
Proceedings of the IEEE Conference on Games, 2019

TGIF!: Selecting the most healing TNT by optical flow.
Proceedings of the Symposium Interpretable AI for Well-being: Understanding Cognitive Bias and Social Embeddedness co-located with Association for the Advancement of Artificial Intelligence 2019 Spring Symposium (AAAI-Spring Symposium 2019), 2019

2018
Mossar: motion segmentation by using splitting and remerging strategies.
Multim. Tools Appl., 2018

A Study on Multimodal Genetic Programming Introducing Program Simplification.
Proceedings of the 2018 Joint 10th International Conference on Soft Computing and Intelligent Systems (SCIS) and 19th International Symposium on Advanced Intelligent Systems (ISIS), 2018

Evolutionary algorithm using surrogate assisted model for simultaneous design optimization benchmark problem of multiple car structures.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2018

Crowding distance based promising solution selection in surrogate assisted asynchronous multi-objective evolutionary algorithm.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2018

Blow Up Depression with In-Game TNTs.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

An Angry Birds-like Game System for Promoting Players' Emotion.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

Utilizing Multiple Agents for Decision Making in a Fighting Game.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

An Object Matrix Input Format for a Deep AI in Angry Birds and the Like.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

An Analysis of Fighting Game AIs Having a Persona.
Proceedings of the IEEE 7th Global Conference on Consumer Electronics, 2018

Applying Hybrid Reward Architecture to a Fighting Game AI.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

A Personalized Method for Calorie Consumption Assessment.
Proceedings of the 2018 AAAI Spring Symposia, 2018

2017
UKI: universal Kinect-type controller by ICE Lab.
Softw. Pract. Exp., 2017

Segmentation Mask Refinement Using Image Transformations.
IEEE Access, 2017

Integrating surrogate evaluation model and asynchronous evolution in multi-objective evolutionary algorithm for expensive and different evaluation time.
Proceedings of the Genetic and Evolutionary Computation Conference, 2017

Towards adaptive motion gaming AI with player's behavior modeling for health promotion.
Proceedings of the IEEE 6th Global Conference on Consumer Electronics, 2017

Intelligent assistant for providing instructions and recommending motions during full-body motion gaming.
Proceedings of the IEEE 6th Global Conference on Consumer Electronics, 2017

Procedural generation of angry birds fun levels using pattern-struct and preset-model.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Adaptive Motion Gaming AI for Health Promotion.
Proceedings of the 2017 AAAI Spring Symposia, 2017

AI for Game Spectators: Rise of PPG.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Multimodal genetic programming by using tree structure similarity clustering.
Proceedings of the 10th IEEE International Workshop on Computational Intelligence and Applications, 2017

Feature extraction of gameplays for similarity calculation in gameplay recommendation.
Proceedings of the 10th IEEE International Workshop on Computational Intelligence and Applications, 2017

2016
An Extension for Bounded-SVD - A Matrix Factorization Method with Bound Constraints for Recommender Systems.
J. Inf. Process., 2016

Image Colorization Using a Deep Convolutional Neural Network.
CoRR, 2016

Procedural Generation of Angry Birds Levels using Building Constructive Grammar with Chinese-Style and/or Japanese-Style Models.
CoRR, 2016

An Improvement of Matrix Factorization with Bound Constraints for Recommender Systems.
Proceedings of the 5th IIAI International Congress on Advanced Applied Informatics, 2016

Application of Monte-Carlo tree search in a fighting game AI.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Virtual reality system for fire evacuation training in a 3D virtual world.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Towards ergonomie exergaming.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Efficient implementation of breadth first search for general video game playing.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Piano learning application with feedback provided by an AR virtual character.
Proceedings of the IEEE 5th Global Conference on Consumer Electronics, 2016

Position-based reinforcement learning biased MCTS for General Video Game Playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Procedural generation of angry birds levels with adjustable difficulty.
Proceedings of the IEEE Congress on Evolutionary Computation, 2016

Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016

2015
Heuristic Search Exploiting Non-additive and Unit Properties for RTS-game Unit Micromanagement.
J. Inf. Process., 2015

Towards universal kinect interface for fighting games.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Predicting the opponent's action using the k-nearest neighbor algorithm and a substring tree structure.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Optimization and simplification of dynamic scripting with evolution strategy and fuzzy control in a fighting game AI.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Improving heuristic search for RTS-game unit micromanagement using reinforcement learning.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Procedural generation of angry birds levels that adapt to the player's skills using genetic algorithm.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Investigating Kinect-based fighting game AIs that encourage their players to use various skills.
Proceedings of the IEEE 4th Global Conference on Consumer Electronics, 2015

Body motion design and analysis for fighting game interface.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
Collaborative filtering for recommendation of areas in virtual worlds.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

Online adjustment of the AI's strength in a fighting game using the k-nearest neighbor algorithm and a game simulator.
Proceedings of the IEEE 3rd Global Conference on Consumer Electronics, 2014

Players' interest measurement based on visiting time in a location-based game.
Proceedings of the IEEE 3rd Global Conference on Consumer Electronics, 2014

Quantum-inspired genetic algorithm with two search supportive schemes and artificial entanglement.
Proceedings of the 2014 IEEE Symposium on Foundations of Computational Intelligence, 2014

Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Integrating fuzzy integral and heuristic search for unit micromanagement in RTS games.
Proceedings of the IEEE Congress on Evolutionary Computation, 2014

2013
Monte Carlo Tree Search for Collaboration Control of Ghosts in Ms. Pac-Man.
IEEE Trans. Comput. Intell. AI Games, 2013

Spatiotemporal Analysis of Circulation Behaviors Using Path And Residing Time displaY (PARTY).
Int. J. Virtual Real., 2013

Pathway prediction using similar users and the N-gram model.
Proceedings of the International Joint Conference on Awareness Science and Technology & Ubi-Media Computing, 2013

Evolution of camerawork in automatic comic generation using interactive genetic algorithm with feedbacks from the user model.
Proceedings of the IEEE 2nd Global Conference on Consumer Electronics, 2013

Potential flow for unit positioning during combat in StarCraft.
Proceedings of the IEEE 2nd Global Conference on Consumer Electronics, 2013

Fighting game artificial intelligence competition platform.
Proceedings of the IEEE 2nd Global Conference on Consumer Electronics, 2013

Scout of the route of entry into the enemy camp in StarCraft with potential field.
Proceedings of the IEEE 2nd Global Conference on Consumer Electronics, 2013

Frame layout determination with IGE for an automatic comic generation system.
Proceedings of the IEEE 2nd Global Conference on Consumer Electronics, 2013

Inference of Viewed Exhibits in a Metaverse Museum.
Proceedings of the 2013 International Conference on Culture and Computing, 2013

Potential flows for controlling scout units in StarCraft.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

2012
Camera Control for Generating comics from Virtual Museum Visitors' Experiences.
Int. J. Artif. Intell. Tools, 2012

Pomics: A Computer-Aided Storytelling System with Automatic Picture-to-Comics Composition.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2012

2011
Analysis of revisitations in online games.
Entertain. Comput., 2011

Camerawork for Comics Generated from Visitors' Experiences in a Virtual Museum.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Applying Monte-Carlo Tree Search to collaboratively controlling of a Ghost Team in Ms Pac-Man.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011

Visualization of Visitor Circulation in Arts and Cultural Exhibition.
Proceedings of the 6th Annual International Conference of the Alliance of Digital Humanities Organizations, 2011

Visual Recommendations from Japanese Historical Diary.
Proceedings of the 2011 Second International Conference on Culture and Computing, 2011

Constructing Situated Learning Platform for Japanese Language and Culture in 3D Metaverse.
Proceedings of the 2011 Second International Conference on Culture and Computing, 2011

Frame selection using iterative grammatical evolution for automatic comic generation from game logs.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Believable judge bot that learns to select tactics and judge opponents.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Video summarization via crowdsourcing.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log.
Proceedings of the Entertainment Computing - ICEC 2010, 9th International Conference, 2010

An On-Line Classification Approach of Visitors' Movements in 3D Virtual Museums.
Proceedings of the Cultural Computing, 2010

Detection of MMORPG Misconducts Based on Action Frequencies, Types and Time-Intervals.
Proceedings of The 2010 International Conference on Data Mining, 2010

Contexts, Narratives, and Interactive Visual Analysis of Names in the Japanese Hyohanki Diary.
Proceedings of the 5th Annual International Conference of the Alliance of Digital Humanities Organizations, 2010

Visualization and Analysis of Visiting Styles in 3D Virtual Museums.
Proceedings of the 5th Annual International Conference of the Alliance of Digital Humanities Organizations, 2010

Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Spatiotemporal analysis in virtual environments using eigenbehaviors.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
A Content Management System for User-Driven Museums in Second life.
Proceedings of the 2009 International Conference on CyberWorlds, 2009

A Movement Data Analysis and Synthesis Tool for Museum Visitors' Behaviors.
Proceedings of the Advances in Multimedia Information Processing, 2009

Analysis of Area Revisitation Patterns in World of Warcarft.
Proceedings of the Entertainment Computing, 2009

A Framework for Design and Evaluation of Digital Museums in Second Life as Learning Institutions.
Proceedings of the Fifth International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2009), 2009

Comparison of User Trajectories Based on Coordinate Data and State Transitions.
Proceedings of the Fifth International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2009), 2009

Analysis of User Trajectories Based on Data Distribution and State Transition: a Case Study with a Massively Multiplayer Online Game Angel Love Online.
Proceedings of the GAMEON'2009, 2009

Automatic storytelling in comics: a case study on World of Warcraft.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
Haar Wavelets for Online-Game Player Classification with Dynamic Time Warping.
J. Adv. Comput. Intell. Intell. Informatics, 2008

Editorial.
J. Adv. Comput. Intell. Intell. Informatics, 2008

Visualization of Online-Game Players Based on Their Action Behaviors.
Int. J. Comput. Games Technol., 2008

Frame Selection for Automatic Comic Generation from Game Log.
Proceedings of the Entertainment Computing, 2008

Comic Layout for Automatic Comic Generation from Game Log.
Proceedings of the New Frontiers for Entertainment Computing, 2008

Detection of MMORPG bots based on behavior analysis.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
Classification of Online Game Players Using Action Transition Probability and Kullback Leibler Entropy.
J. Adv. Comput. Intell. Intell. Informatics, 2007

Detection of Landmarks for Clustering of Online-Game Players.
Int. J. Virtual Real., 2007

A Role Casting Method Based on Emotions in a Story Generation System.
Proceedings of the Entertainment Computing, 2007

2006
Cellular automata and Hilditch thinning for extraction of user paths in online games.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Discovery of Online Game User Relationship Based on Co-occurrence of Words.
Proceedings of the Entertainment Computing, 2006

Clustering of Online Game Users Based on Their Trails Using Self-organizing Map.
Proceedings of the Entertainment Computing, 2006

The Structure of Patent Authorship Networks in Japanese Manufacturing Companies.
Proceedings of the ICE-B 2006, 2006

A method for online adaptation of computer-game AI rulebase.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Keyword Discovery by Measuring Influence Rates on Bulletin Board Services.
Proceedings of the Entertainment Computing, 2005

Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph.
Proceedings of the Entertainment Computing, 2005

2004
MMOG Player Classification Using Hidden Markov Models.
Proceedings of the Entertainment Computing, 2004

Application of the Artificial Society Approach to Multiplayer Online Games: A Case Study on Effects of a Robot Rental Mechanism.
Proceedings of the 3rd International Conference on Application and Development of Computer Games (ADCOG 2004) held on 26-27 April 2004 in City University of Hong Kong, 2004

2003
A Novel Parallel Model for Self-Organizing Map and its Efficient Implementation on a Data-Driven Multiprocessor.
J. Adv. Comput. Intell. Intell. Informatics, 2003

Extended Hierarchical Task Network Planning for Interactive Comedy.
Proceedings of the Intelligent Agents and Multi-Agent Systems, 2003

Mimicry: Another Approach for Interactive Comedy.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

2002
Exploitation of Newspaper-article Characteristics for Article Retrieval and Answer Extraction in QAC Task 2.
Proceedings of the Third NTCIR Workshop on Research in Information Retrieval, 2002

Learning from Human Decision-Making Behaviors - An Application to RoboCup Software Agents.
Proceedings of the Developments in Applied Artificial Intelligence, 2002

2000
On-line Algorithm for Blind Signal Extraction of Arbitrarily Distributed, but Temporally Correlated Sources Using Second Order Statistics.
Neural Process. Lett., 2000

1999
Function approximation based on fuzzy rules extracted from partitioned numerical data.
IEEE Trans. Syst. Man Cybern. Part B, 1999

A fuzzy classifier with ellipsoidal regions for diagnosis problems.
IEEE Trans. Syst. Man Cybern. Part C, 1999

1998
Feature selection by analyzing class regions approximated by ellipsoids.
IEEE Trans. Syst. Man Cybern. Part C, 1998

Rule acquisition based on hyperbox representation and its applications.
Proceedings of the Knowledge-Based Intelligent Electronic Systems, 1998

1997
A novel approach to feature selection based on analysis of class regions.
IEEE Trans. Syst. Man Cybern. Part B, 1997

A fuzzy classifier with ellipsoidal regions.
IEEE Trans. Fuzzy Syst., 1997

Function Approximation with Partitioned Ellipsoidal Regions.
Proceedings of the Progress in Connectionist-Based Information Systems: Proceedings of the 1997 International Conference on Neural Information Processing and Intelligent Information Systems, 1997

Dual cascade networks for blind signal extraction.
Proceedings of International Conference on Neural Networks (ICNN'97), 1997

Blind extraction of source signals with specified stochastic features.
Proceedings of the 1997 IEEE International Conference on Acoustics, 1997

1996
Extraction of Fuzzy Rules for Classification Based on Partitioned Hyperboxes.
J. Intell. Fuzzy Syst., 1996

Tuning of a fuzzy classifier derived from data.
Int. J. Approx. Reason., 1996

A fuzzy classifier based on partitioned hyperboxes.
Proceedings of International Conference on Neural Networks (ICNN'96), 1996

1995
Fast Heuristic Scheduling Based on Neural Networks for Real-Time Systems.
Real Time Syst., 1995

Feature reduction based on analysis of fuzzy regions.
Proceedings of International Conference on Neural Networks (ICNN'95), Perth, WA, Australia, November 27, 1995


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