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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 DBLP: Harada:Tomohiro

Contributed to:

HCI/HIMI p2 20142014
HCI/HIMI p3 20132013
CIG 20152015
CIG 20162016
CIG 20172017
CIG 20182018
CoG 20192019

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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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