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Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator.

, , , and . CIG, page 1-5. IEEE, (2014)

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Mimicry: Another Approach for Interactive Comedy., , and . GAME-ON, page 47-. EUROSIS, (2003)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)Procedural Generation of Angry Birds Levels using Building Constructive Grammar with Chinese-Style and/or Japanese-Style Models., , , , and . CoRR, (2016)Scout of the route of entry into the enemy camp in StarCraft with potential field., and . GCCE, page 318-319. IEEE, (2013)