Chu-Hsuan Hsueh

Orcid: 0000-0001-8888-3116

According to our database1, Chu-Hsuan Hsueh authored at least 34 papers between 2015 and 2025.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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On csauthors.net:

Bibliography

2025
Proposal and generation of endgame puzzles for an imperfect information game Geister.
Entertain. Comput., 2025

2024
Improvement of move naturalness for playing good-quality games with middle-level players.
Appl. Intell., 2024

2023
Advances in Computer Games (ACG 2023) conference report.
J. Int. Comput. Games Assoc., 2023

Analyses of Tabular AlphaZero on Strongly-Solved Stochastic Games.
IEEE Access, 2023

An Empirical Analysis of Gumbel MuZero on Stochastic and Deterministic Einstein Würfelt Nicht!
Proceedings of the Technologies and Applications of Artificial Intelligence, 2023

Factor Analyses on Positive and Negative Evaluations of Games against Go Programs.
Proceedings of the Technologies and Applications of Artificial Intelligence, 2023

Procedural Content Generation of Super Mario Levels Considering Natural Connection.
Proceedings of the 20th IEEE International Joint Conference on Computer Science and Software Engineering, 2023

Improving the Human-Likeness of Game AI's Moves by Combining Multiple Prediction Models.
Proceedings of the 15th International Conference on Agents and Artificial Intelligence, 2023

Can We Infer Move Sequences in Go from Stone Arrangements?
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

2022
Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG.
IEEE Trans. Games, 2022

CLAP_CDC wins Chinese dark chess tournament.
J. Int. Comput. Games Assoc., 2022

Graph Convolutional Networks for Turn-Based Strategy Games.
Proceedings of the 14th International Conference on Agents and Artificial Intelligence, 2022

Playing Good-Quality Games with Weak Players by Combining Programs with Different Roles.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Position Control and Production of Various Strategies for Game of Go Using Deep Learning Methods.
J. Inf. Sci. Eng., 2021

Procedural Maze Generation Considering Difficulty from Human Players' Perspectives.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2020
On solving the 7, 7, 5-game and the 8, 8, 5-game.
Theor. Comput. Sci., 2020

Analyses of Tabular AlphaZero on NoGo.
Proceedings of the International Conference on Technologies and Applications of Artificial Intelligence, 2020

Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning.
Proceedings of the IEEE Conference on Games, 2020

2019
EWIN wins EinStein Würfelt Nicht! tournament.
J. Int. Comput. Games Assoc., 2019

Combining Deep Deterministic Policy Gradient with Cross-Entropy Method.
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019

Improving Human Players' T-Spin Skills in Tetris with Procedural Problem Generation.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

2018
Belief-State Monte Carlo Tree Search for Phantom Go.
IEEE Trans. Games, 2018

An investigation of strength analysis metrics for game-playing programs: A case study in Chinese dark chess.
J. Int. Comput. Games Assoc., 2018

Solving 7, 7, 5-game and 8, 8, 5-game.
J. Int. Comput. Games Assoc., 2018

AlphaZero for a Non-Deterministic Game.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2018

2017
Multistage Temporal Difference Learning for 2048-Like Games.
IEEE Trans. Comput. Intell. AI Games, 2017

Only-One-Victor Pattern Learning in Computer Go.
IEEE Trans. Comput. Intell. AI Games, 2017

An Agent for EinStein Würfelt Nicht! Using N-Tuple Networks.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2017

2016
An analysis for strength improvement of an MCTS-based program playing Chinese dark chess.
Theor. Comput. Sci., 2016

Multi-Stage Temporal Difference Learning for 2048-like Games.
CoRR, 2016

2015
DARKKNIGHT wins Chinese Dark Chess Tournament.
J. Int. Comput. Games Assoc., 2015

Applying hueristic algorithms to portfolio selection problem.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2015

Belief-state Monte-Carlo tree search for Phantom games.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Strength Improvement and Analysis for an MCTS-Based Chinese Dark Chess Program.
Proceedings of the Advances in Computer Games - 14th International Conference, 2015


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