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

Feature extraction of gameplays for similarity calculation in gameplay recommendation. - Kazuki Mori; Suguru Ito; Tomohiro Harada; Ruck Thawonmas; Kyung-Joong Kim 001 (IWCIA, 2017)

Screen Design of Portable Terminal to Promote Users' Motivation to Use the System. - Suguru Ito; Masahiko Sakata; Miwa Nakanishi (AHFE (4), 2017)

Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors. - Makoto Ishihara; Suguru Ito; Ryota Ishii; Tomohiro Harada; Ruck Thawonmas (CIG, 2018)

Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas. - Ryota Ishii; Suguru Ito; Makoto Ishihara; Tomohiro Harada; Ruck Thawonmas (CIG, 2018)

Applying Hybrid Reward Architecture to a Fighting Game AI. - Yoshina Takano; Wenwen Ouyang; Suguru Ito; Tomohiro Harada; Ruck Thawonmas (CIG, 2018)

An Analysis of Fighting Game AIs Having a Persona. - Ryota Ishii; Suguru Ito; Ruck Thawonmas; Tomohiro Harada (GCCE, 2018)

Utilizing Multiple Agents for Decision Making in a Fighting Game. - Yoshina Takano; Suguru Ito; Tomohiro Harada; Ruck Thawonmas (GCCE, 2018)

A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay. - Ryota Ishii; Suguru Ito; Ruck Thawonmas; Tomohiro Harada (CoG, 2019)