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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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Learning from Human Decision-Making Behaviors - An Application to RoboCup Software Agents., , and . IEA/AIE, volume 2358 of Lecture Notes in Computer Science, page 136-145. Springer, (2002)Frame Selection for Automatic Comic Generation from Game Log., and . ICEC, volume 5309 of Lecture Notes in Computer Science, page 179-184. Springer, (2008)Dual cascade networks for blind signal extraction., , and . ICNN, page 2135-2140. IEEE, (1997)Collaborative filtering for recommendation of areas in virtual worlds., , and . NETGAMES, page 1-3. IEEE, (2014)An Angry Birds-like Game System for Promoting Players' Emotion., , , , , and . GCCE, page 159-160. IEEE, (2018)Predicting the opponent's action using the k-nearest neighbor algorithm and a substring tree structure., , , , and . GCCE, page 533-534. IEEE, (2015)Procedural generation of angry birds fun levels using pattern-struct and preset-model., , and . CIG, page 154-161. IEEE, (2017)Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors., , , , and . CIG, page 1-8. IEEE, (2018)Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing., , , , and . CIG, page 523-529. IEEE, (2015)Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas., , , , and . CIG, page 1-8. IEEE, (2018)