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Procedural generation of angry birds levels that adapt to the player's skills using genetic algorithm.

, , , and . GCCE, page 535-536. IEEE, (2015)

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Towards adaptive motion gaming AI with player's behavior modeling for health promotion., , , and . GCCE, page 1-2. IEEE, (2017)Utilizing Multiple Agents for Decision Making in a Fighting Game., , , and . GCCE, page 594-595. IEEE, (2018)Efficient implementation of breadth first search for general video game playing., , , , and . GCCE, page 1-2. IEEE, (2016)Application of Monte-Carlo tree search in a fighting game AI., , , , , and . GCCE, page 1-2. IEEE, (2016)Investigating Kinect-based fighting game AIs that encourage their players to use various skills., , , , , and . GCCE, page 334-335. IEEE, (2015)Crowding distance based promising solution selection in surrogate assisted asynchronous multi-objective evolutionary algorithm., , and . GECCO (Companion), page 253-254. ACM, (2018)Asynchronously evolving solutions with excessively different evaluation time by reference-based evaluation., and . GECCO, page 911-918. ACM, (2014)Adaptive mutation depending on program size in asynchronous program evolution., and . NaBIC, page 433-438. IEEE, (2011)Proposal of Surrogate Model for Genetic Programming Based on Program Structure Similarity., , and . SICE, page 808-813. IEEE, (2020)Adaptive Motion Gaming AI for Health Promotion., , , , and . AAAI Spring Symposia, AAAI Press, (2017)