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Chun Yin Chu
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2010 – 2019
- 2016
- [c10]Makoto Ishihara, Taichi Miyazaki, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI. ACE 2016: 27:1-27:6 - [c9]Misaki Kaidan, Tomohiro Harada, Chun Yin Chu, Ruck Thawonmas:
Procedural generation of angry birds levels with adjustable difficulty. CEC 2016: 1311-1316 - [c8]Chun Yin Chu, Suguru Ito, Tomohiro Harada, Ruck Thawonmas:
Position-based reinforcement learning biased MCTS for General Video Game Playing. CIG 2016: 1-8 - [c7]Carlos A. Torres Fernandez, Pujana Paliyawan, Chun Yin Chu, Ruck Thawonmas:
Piano learning application with feedback provided by an AR virtual character. GCCE 2016: 1-2 - [c6]Suguru Ito, Zikun Guo, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Efficient implementation of breadth first search for general video game playing. GCCE 2016: 1-2 - [i1]Yuxuan Jiang, Misaki Kaidan, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Procedural Generation of Angry Birds Levels using Building Constructive Grammar with Chinese-Style and/or Japanese-Style Models. CoRR abs/1604.07906 (2016) - 2015
- [c5]Chun Yin Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, Ruck Thawonmas:
Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing. CIG 2015: 523-529 - [c4]Makoto Ishihara, Taichi Miyazaki, Pujana Paliyawan, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Investigating Kinect-based fighting game AIs that encourage their players to use various skills. GCCE 2015: 334-335 - [c3]Yuto Nakagawa, Kaito Yamamoto, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Predicting the opponent's action using the k-nearest neighbor algorithm and a substring tree structure. GCCE 2015: 533-534 - [c2]Misaki Kaidan, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas:
Procedural generation of angry birds levels that adapt to the player's skills using genetic algorithm. GCCE 2015: 535-536 - 2014
- [c1]Kaito Yamamoto, Syunsuke Mizuno, Chun Yin Chu, Ruck Thawonmas:
Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator. CIG 2014: 1-5
Coauthor Index
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