All Stories

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