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Visualization of Online-Game Players Based on Their Action Behaviors.

, and . Int. J. Comput. Games Technol., (2008)

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Procedural Generation of Angry Birds Levels using Building Constructive Grammar with Chinese-Style and/or Japanese-Style Models., , , , and . CoRR, (2016)Contexts, Narratives, and Interactive Visual Analysis of Names in the Japanese Hyohanki Diary., and . DH, page 257-259. Office for Humanities Communication and Centre for Computing in the Humanities, (2010)Frame Selection for Automatic Comic Generation from Game Log., and . ICEC, volume 5309 of Lecture Notes in Computer Science, page 179-184. Springer, (2008)Scout of the route of entry into the enemy camp in StarCraft with potential field., and . GCCE, page 318-319. IEEE, (2013)Potential flow for unit positioning during combat in StarCraft., , and . GCCE, page 10-11. IEEE, (2013)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)Dual cascade networks for blind signal extraction., , and . ICNN, page 2135-2140. IEEE, (1997)Function Approximation with Partitioned Ellipsoidal Regions., and . ICONIP (1), page 380-383. Springer, (1997)Mimicry: Another Approach for Interactive Comedy., , and . GAME-ON, page 47-. EUROSIS, (2003)Procedural generation of angry birds fun levels using pattern-struct and preset-model., , and . CIG, page 154-161. IEEE, (2017)