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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 DBLP: Thawonmas:Ruck

Contributed to:

CIG 20102010
CIG 20112011
CIG 20132013
CIG 20142014
CIG 20152015
CIG 20162016
CIG 20172017
CIG 20182018
CoG 20192019

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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.