Travelled to:
1 × Greece
1 × USA
Collaborated with:
Ruck Thawonmas Suguru Ito Ryota Ishii Chun Yin Chu Makoto Ishihara Pujana Paliyawan Y.Ichikawa K.Takadama Yuxuan Jiang 0002 A.Mori Hisaaki Hashizume Zikun Guo Yoshina Takano Wenwen Ouyang Febri Abdullah Fitra A. Bachtiar Takahiro Kusano Yunshi Liu Y.Sawadaishi K.Sato K.Hattori H.Sato T.Yamaguchi
Talks about:
game (7) fight (4) generat (3) search (3) carlo (3) tree (3) mont (3) use (3) difficulti (2) implement (2)
Person: Tomohiro Harada
DBLP: Harada:Tomohiro
Contributed to:
Wrote 11 papers:
- HIMI-AS-2014-MoriHIT #adaptation
- Favor Information Presentation and Its Effect for Collective-Adaptive Situation (AM, TH, YI, KT), pp. 455–466.
- HIMI-LCCB-2013-TakadamaSHISHSY #comprehension #interactive #multi #towards
- Towards Understanding of Relationship among Pareto Optimal Solutions in Multi-dimensional Space via Interactive System (KT, YS, TH, YI, KS, KH, HS, TY), pp. 137–146.
- 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-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.