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Machine-Learning of Shape Names for the Game of Go.

, , and . ACG, volume 9525 of Lecture Notes in Computer Science, page 247-259. Springer, (2015)

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Biased random sequence generation for making common player believe it unbiased., , and . GEM, page 1-8. IEEE, (2014)Learning human-like behaviors using neuroevolution with statistical penalties., , and . CIG, page 207-214. IEEE, (2017)Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG., , and . IEEE Trans. Games, 14 (3): 488-501 (2022)Instance-Based Policy Search using Binomial Distribution Crossover and Iterated Refreshment., , , , and . IEEE Congress on Evolutionary Computation, page 378-385. IEEE, (2006)Adaptive Fighting Game Computer Player by Switching Multiple Rule-Based Controllers., , , and . ACIT-CSI, page 52-59. IEEE, (2015)Improving Human Players' T-Spin Skills in Tetris with Procedural Problem Generation., , and . ACG, volume 12516 of Lecture Notes in Computer Science, page 41-52. Springer, (2019)Procedural Content Generation of Super Mario Levels Considering Natural Connection., , and . JCSSE, page 291-296. IEEE, (2023)Optimized Non-visual Information for Deep Neural Network in Fighting Game., , and . ICAART (2), page 676-680. SciTePress, (2017)Hybridization of genetic algorithm and local search in multiobjective function optimization: recommendation of GA then LS., , and . GECCO, page 667-674. ACM, (2006)Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning., , and . CoG, page 702-705. IEEE, (2020)