All Stories

  1. Green optimization: Energy-aware design of metaheuristics by using machine learning surrogates to cope with real problems
  2. Recent J. Paper: Energy-Aware Metaheuristics with ML Surrogates
  3. Energy-Aware Metaheuristics
  4. Neighbor-Based Validation for Reliable Surrogate Accuracy Assessment in SAEAs
  5. Impact of surrogate model accuracy on performance and model management strategy in surrogate-assisted evolutionary algorithms
  6. Large Language Model Driven Evolutionary Optimization Benchmark Generation Algorithm
  7. Acquisition of Cooperative Control of Multiple Vehicles Through Reinforcement Learning Utilizing Vehicle-to-Vehicle Communication and Map Information
  8. Automatic Route Design by Stepwise Subdivision of Virtual Walls —Reduces Route Length and Speeds Up Execution Time—
  9. Hierarchical Reward Model of Deep Reinforcement Learning for Enhancing Cooperative Behavior in Automated Driving
  10. Parallel cooperative multiobjective coevolutionary algorithm for constrained multiobjective optimization problems
  11. Fast Implementation of Extreme Learning Machine-based DirectRanker for Surrogate-assisted Evolutionary Algorithms
  12. Hybrid Rocket Engine Design Using Pairwise Ranking Surrogate-assisted Differential Evolution
  13. A pairwise ranking estimation model for surrogate-assisted evolutionary algorithms
  14. A frequency-based parent selection for reducing the effect of evaluation time bias in asynchronous parallel multi-objective evolutionary algorithms
  15. A Pairwise Ranking Estimation Model for Surrogate-assisted Evolutionary Algorithms
  16. A fresh approach to evaluate performance in distributed parallel genetic algorithms
  17. A Frequency-based Parent Selection for Reducing the Effect of Evaluation Time Bias in Asynchronous Parallel Multi-objective Evolutionary Algorithms
  18. Parallel differential evolution applied to interleaving generation with precedence evaluation of tentative solutions
  19. Improving CPU utilization of interleaving generation parallel evolutionary algorithm with precedence evaluation of tentative solutions and their suspension
  20. Search Progress Dependent Parent Selection for Avoiding Evaluation Time Bias in Asynchronous Parallel Multi-Objective Evolutionary Algorithms
  21. Parallel Genetic Algorithms
  22. Comparison of synchronous and asynchronous parallelization of extreme surrogate-assisted multi-objective evolutionary algorithm
  23. Proposal of Multimodal Program optimization Benchmark and Its Application to Multimodal Genetic Programming
  24. A Study on Efficient Asynchronous Parallel Multi-objective Evolutionary Algorithm with Waiting Time Limitation
  25. Mathematical Model of Asynchronous Parallel Evolutionary Algorithm to Analyze Influence of Evaluation Time Bias
  26. Using Graph Convolution Network for Predicting Performance of Automatically Generated Convolution Neural Networks
  27. Player Dominance Adjustment Motion Gaming AI for Health Promotion
  28. Improving Brain Memory through Gaming Using Hand Clenching and Spreading
  29. An Analysis of Highlight-Oriented AI Using Fighting-Game Experience
  30. Enhance Physical and Mental Well-Being of Game Players in an Endless Running Game
  31. Player Dominance Adjustment: Promoting Self-Efficacy and Experience of Game Players by Adjusting Dominant Power
  32. Towards an Angry-Birds-Like Game System for Promoting Mental Well-Being of Players using Art-Therapy-Embedded Procedural Content Generation
  33. A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay
  34. An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms
  35. Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment
  36. Promoting Emotional Well-Being with Angry-Birds-like Gameplay on Pixel Image Levels
  37. Multimodal genetic programming using program similarity measurement and its application to wall-following problem
  38. A Visual Analysis of Gameplay in a Fighting Game
  39. Improving Rolling Horizon Evolutionary Algorithm in a Fighting Game
  40. Self-Play for Training General Fighting Game AI
  41. Verification of Applying Curiosity-Driven to Fighting Game AI
  42. Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels
  43. Using GWAP to Generate Informative Descriptions for Artwork Images on a Live Streaming Platform
  44. Analysis of semi-asynchronous multi-objective evolutionary algorithm with different asynchronies
  45. A Study on Multimodal Genetic Programming Introducing Program Simplification
  46. An Analysis of Fighting Game AIs Having a Persona
  47. An Angry Birds-like Game System for Promoting Players’ Emotion
  48. An Object Matrix Input Format for a Deep AI in Angry Birds and the Like
  49. Blow Up Depression with In-Game TNTs
  50. Utilizing Multiple Agents for Decision Making in a Fighting Game
  51. Applying Hybrid Reward Architecture to a Fighting Game AI
  52. Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas
  53. Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors
  54. Crowding distance based promising solution selection in surrogate assisted asynchronous multi-objective evolutionary algorithm
  55. Evolutionary algorithm using surrogate assisted model for simultaneous design optimization benchmark problem of multiple car structures
  56. Adaptive asynchrony in semi-asynchronous evolutionary algorithm based on performance prediction using search history
  57. Smile with Angry Birds: Two Smile-Interface Implementations
  58. Validation of Deep Features Using the 1-NN Algorithm for Image Similarity Computation
  59. Potential improvement of CNN-based colorization for non-natural images
  60. Feature extraction of gameplays for similarity calculation in gameplay recommendation
  61. Multimodal genetic programming by using tree structure similarity clustering
  62. Machine-Code Program Evolution by Genetic Programming Using Asynchronous Reference-Based Evaluation Through Single-Event Upset in On-Board Computer
  63. Intelligent assistant for providing instructions and recommending motions during full-body motion gaming
  64. Towards adaptive motion gaming AI with player's behavior modeling for health promotion
  65. Procedural generation of angry birds fun levels using pattern-struct and preset-model
  66. A study of self-adaptive semi-asynchronous evolutionary algorithm on multi-objective optimization problem
  67. Integrating surrogate evaluation model and asynchronous evolution in multi-objective evolutionary algorithm for expensive and different evaluation time
  68. Analysis of Relationship between the Player's Behavior Change and the Effectiveness of a Health Promotion AI
  69. Automatic Generation of Game Plays Considering the Play Arc by the AI in a Fighting Game
  70. Feature Extraction of Game Plays for Procedural Play Generation
  71. Object-Specific Style Transfer Based on Feature Map Selection Using CNNs
  72. Performance comparison of parallel asynchronous multi-objective evolutionary algorithm with different asynchrony
  73. Segmentation Mask Refinement Using Image Transformations
  74. Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI
  75. Application of Monte-Carlo tree search in a fighting game AI
  76. Efficient implementation of breadth first search for general video game playing
  77. Position-based reinforcement learning biased MCTS for General Video Game Playing
  78. An Improvement of Matrix Factorization with Bound Constraints for Recommender Systems
  79. Procedural generation of angry birds levels with adjustable difficulty
  80. Personalized Real-Time Sleep Stage from Past Sleep Data to Today’s Sleep Estimation
  81. Improving heuristic search for RTS-game unit micromanagement using reinforcement learning
  82. Investigating Kinect-based fighting game AIs that encourage their players to use various skills
  83. Predicting the opponent's action using the k-nearest neighbor algorithm and a substring tree structure
  84. Procedural generation of angry birds levels that adapt to the player's skills using genetic algorithm
  85. Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing
  86. Sightseeing plan recommendation system using sequential pattern mining based on adjacent activities
  87. Toward robustness against environmental change speed by Artificial Bee Colony algorithm based on local information sharing
  88. Estimating surrounding symptom level of dementia patient by sleep stage
  89. Asynchronously evolving solutions with excessively different evaluation time by reference-based evaluation
  90. Favor Information Presentation and Its Effect for Collective-Adaptive Situation
  91. What is Needed to Promote an Asynchronous Program Evolution in Genetic Programing?
  92. Asynchronous Evaluation Based Genetic Programming: Comparison of Asynchronous and Synchronous Evaluation and Its Analysis
  93. Towards Understanding of Relationship among Pareto Optimal Solutions in Multi-dimensional Space via Interactive System
  94. Evolving conditional branch programs in Tierra-based Asynchronous Genetic Programming
  95. Robustness to Bit Inversion in Registers and Acceleration of Program Evolution in On-Board Computer
  96. Adaptive mutation depending on program size in asynchronous program evolution