Kokolo Ikeda
According to our database1,
Kokolo Ikeda
authored at least 59 papers
between 2000 and 2025.
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Legend:
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Bibliography
2025
Proposal and generation of endgame puzzles for an imperfect information game Geister.
Entertain. Comput., 2025
2024
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning.
IEEE Trans. Games, December, 2024
Using Reinforcement Learning to Generate Levels of Super Mario Bros. With Quality and Diversity.
IEEE Trans. Games, December, 2024
Improvement of move naturalness for playing good-quality games with middle-level players.
Appl. Intell., 2024
Proceedings of the 16th IIAI International Congress on Advanced Applied Informatics, 2024
2023
Proceedings of the Technologies and Applications of Artificial Intelligence, 2023
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
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
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
IEICE Trans. Fundam. Electron. Commun. Comput. Sci., 2021
Proceedings of the Advances in Computer Games - 17th International Conference, 2021
2020
Proceedings of the International Conference on Technologies and Applications of Artificial Intelligence, 2020
Proceedings of the 12th International Conference on Agents and Artificial Intelligence, 2020
Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning.
Proceedings of the IEEE Conference on Games, 2020
2019
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019
Proceedings of the Entertainment Computing and Serious Games, 2019
Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning.
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the Advances in Computer Games - 16th International Conference, 2019
Proceedings of the Advances in Computer Games - 16th International Conference, 2019
2017
Survey of How Human Players Divert In-game Actions for Other Purposes: Towards Human-Like Computer Players.
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the 9th International Conference on Agents and Artificial Intelligence, 2017
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017
2016
Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
2015
Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
Proceedings of the 3rd International Conference on Applied Computing and Information Technology, 2015
Proceedings of the Advances in Computer Games - 14th International Conference, 2015
2014
Proceedings of the Knowledge and Systems Engineering, 2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
2013
Production of various strategies and position control for Monte-Carlo Go - Entertaining human players.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the Computers and Games - 8th International Conference, 2013
Proceedings of the Computers and Games - 8th International Conference, 2013
2012
Extracting Important Patterns for Building State-Action Evaluation Function in Othello.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2012
Adaptation of game AIs using Genetic Algorithm: Keeping variety and suitable strength.
Proceedings of the 6th International Conference on Soft Computing and Intelligent Systems (SCIS), 2012
Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristics.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012
2011
Proceedings of the Advances in Computer Games - 13th International Conference, 2011
2010
Proceedings of the Eighth International Conference on Creating, 2010
2009
Avoidance of constraint violation for experiment-based evolutionary multi-objective optimization.
Proceedings of the IEEE Congress on Evolutionary Computation, 2009
Proceedings of the IEEE Congress on Evolutionary Computation, 2009
Proceedings of the Seventh International Conference on Creating, 2009
2008
Proceedings of the New Frontiers in Artificial Intelligence, 2008
Acceleration of parametric Multi-objective Optimization by an initialization technique for Multi-Objective Evolutionary Algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2008
2007
Designing Traffic-Sensitive Controllers for Multi-Car Elevators Through Evolutionary Multi-objective Optimization.
Proceedings of the Evolutionary Multi-Criterion Optimization, 4th International Conference, 2007
State evaluation strategy for exemplar-based policy optimization of dynamic decision problems.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007
Proceedings of the Fifth International Conference on Creating, 2007
2006
Hybridization of genetic algorithm and local search in multiobjective function optimization: recommendation of GA then LS.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006
Instance-Based Policy Search using Binomial Distribution Crossover and Iterated Refreshment.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006
2005
Proceedings of the IEEE Congress on Evolutionary Computation, 2005
2003
Proceedings of the IEEE Congress on Evolutionary Computation, 2003
2002
Proceedings of the Parallel Problem Solving from Nature, 2002
2001
Proceedings of the 2001 Congress on Evolutionary Computation, 2001
2000
Proceedings of the Parallel Problem Solving from Nature, 2000