Collaborated with:
T.Harada Suguru Ito Chun Yin Chu Pujana Paliyawan Ryota Ishii Takashi Ashida Yoshinori Tani Makoto Ishihara Seiji Murakami Takumi Sato Kien Quang Nguyen Z.Wang Yuxuan Jiang 0002 Kaito Yamamoto Syunsuke Mizuno K.Sookhanaphibarn W.Choensawat Hisaaki Hashizume Zikun Guo Yoshina Takano Wenwen Ouyang Febri Abdullah Fitra A. Bachtiar Takahiro Kusano Yunshi Liu
Talks about:
game (11) fight (6) use (5) generat (4) search (3) carlo (3) tree (3) mont (3) difficulti (2) implement (2)
Person: Ruck Thawonmas
DBLP: Thawonmas:Ruck
Contributed to:
Wrote 15 papers:
- CIG-2010-ThawonmasA #evolution #optimisation #parametricity
- Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3 (RT, TA), pp. 235–240.
- CIG-2011-ThawonmasMS
- Believable judge bot that learns to select tactics and judge opponents (RT, SM, TS), pp. 345–349.
- CIG-2011-ThawonmasT #automation #evolution #game studies #generative #using
- Frame selection using iterative grammatical evolution for automatic comic generation from game logs (RT, YT), pp. 31–38.
- CIG-2013-NguyenWT
- Potential flows for controlling scout units in StarCraft (KQN, ZW, RT), pp. 1–7.
- CIG-2014-YamamotoMCT #algorithm #deduction #game studies #nearest neighbour #using
- Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator (KY, SM, CYC, RT), pp. 1–5.
- CIG-2015-ChuHGHT #algorithm #game studies #knowledge-based #monte carlo #video
- Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing (CYC, HH, ZG, TH, RT), pp. 523–529.
- CIG-2015-PaliyawanSCT #analysis #design #game studies #interface
- Body motion design and analysis for fighting game interface (PP, KS, WC, RT), pp. 360–367.
- CIG-2016-ChuIHT #game studies #learning #video
- Position-based reinforcement learning biased MCTS for General Video Game Playing (CYC, SI, TH, RT), pp. 1–8.
- CIG-2017-JiangHT #generative #using
- Procedural generation of angry birds fun levels using pattern-struct and preset-model (YJ0, TH, RT), pp. 154–161.
- CIG-2018-IshiharaIIHT #behaviour #game studies #implementation #monte carlo
- Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors (MI, SI, RI, TH, RT), pp. 1–8.
- CIG-2018-IshiiIIHT #game studies #implementation #monte carlo
- Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas (RI, SI, MI, TH, RT), pp. 1–8.
- CIG-2018-TakanoOIHT #architecture #game studies #hybrid
- Applying Hybrid Reward Architecture to a Fighting Game AI (YT, WO, SI, TH, RT), pp. 1–4.
- CoG-2019-AbdullahPTHB #generative
- An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms (FA, PP, RT, TH, FAB), pp. 1–8.
- CoG-2019-IshiiITH #game studies #generative #using
- A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay (RI, SI, RT, TH), pp. 1–6.
- CoG-2019-KusanoLPTH #game studies #using
- Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment (TK, YL, PP, RT, TH), pp. 1–6.