Fighting Game AI Competition

Intelligent Computer Entertainment lab., Ritsumeikan University

Links

Ritsumeikan University Intelligent Computer Entertainment Lab (ICE Lab) Homepage

http://www.ice.ci.ritsumei.ac.jp/

FTGAIC Facebook

Facebook

YouTube

ICE Lab

Fighting Action Games (from Wikipedia)

Fighting Action Games

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List of Related Publications by our Group

Pujana Paliyawan, Takahiro Kusano, Yuto Nakagawa, Tomohiro Harada, Ruck Thawonmas, "Health Promotion AI for Full-body Motion Gaming," 2017 AAAI Spring Symposium Series (Well-Being AI: From Machine Learning to Subjective Oriented Computing), San Francisco, USA, pp. 720-725, Mar. 27-29, 2017.

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Pujana Paliyawan and Ruck Thawonmas, "UKI: Universal Kinect-type-controller by ICE Lab," Software: Practice and Experience, Jan. 2017. DOI: 10.1002/spe.2474.

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Makoto Ishihara, Taichi Miyazaki, Tomohiro Harada, and Ruck Thawonmas, "Analysis of Effects of AIs and Interfaces to Players' Enjoyment in Fighting Games," IPSJ Journal, vol. 57, no. 11, pp. 1414-1425, Nov. 2016. (in Japanese)

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Makoto Ishihara, Taichi Miyazaki, Chun Yin Chu, Tomohiro Harada, and Ruck Thawonmas, "Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI," Proc. of the 13th International Conference on Advances in Computer Entertainment Technology (ACE 2016), Osaka, Japan, Nov. 9-12, 2016. DOI: http://dx.doi.org/10.1145/3001773.3001797

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Pujana Paliyawan and Ruck Thawonmas, "Towards Ergonomic Exergaming," Proc. of the 5th IEEE Global Conference on Consumer Electronics (GCCE 2016), Kyoto, Japan, pp. 321-322, Oct. 11-14, 2016.

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Shubu Yoshida, Makoto Ishihara, Taichi Miyazaki, Yuto Nakagawa, Tomohiro Harada, and Ruck Thawonmas, "Application of Monte-Carlo Tree Search in a Fighting Game AI," Proc. of the 5th IEEE Global Conference on Consumer Electronics (GCCE 2016), Kyoto, Japan, pp. 623-624, Oct. 11-14, 2016.

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Yasutomo Kanetsuki, Ruck Thawonmas, and Susumu Nakata, "Optimization and Simplification of Dynamic Scripting with Evolution Strategy and Fuzzy Control in a Fighting Game AI," Proc. of the 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE 2015), Osaka, Japan, pp. 330-331, Oct. 27-30, 2015.

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Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas, "Towards Universal Kinect Interface for Fighting Games," Proc. of the 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE 2015), Osaka, Japan, pp. 332-333, Oct. 27-30, 2015.

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Makoto Ishihara, Taichi Miyazaki, Pujana Paliyawan, Chun Yin Chu,Tomohiro Harada, and Ruck Thawonmas, "Investigating Kinect-based Fighting Game AIs That Encourage Their Players to Use Various Skills," Proc. of the 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE 2015), Osaka, Japan, pp. 334-335, Oct. 27-30, 2015.

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Yuto Nakagawa, Kaito Yamamoto, Chu Chun Yin, Tomohiro Harada, and Ruck Thawonmas, "Predicting the Opponent's Action Using the k-Nearest Neighbor Algorithm and a Substring Tree Structure," Proc. of the 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE 2015), Osaka, Japan, pp. 533-534, Oct. 27-30, 2015.

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Pujana Paliyawana, Kingkarn Sookhanaphibarna, Worawat Choensawata, and Ruck Thawonmas, "Body Motion Design and Analysis for Fighting Game Interface," Proc. of 2015 IEEE Conference on Computational Intelligence and Games (CIG 2015), Tainan, Taiwan, pp. 360-367, Aug. 30 - Sep. 2, 2015.

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Kaito Yamamoto, Syunsuke Mizuno, and Ruck Thawonmas, "Proposal and Evaluation of an Automatic Analysis Method using StGA for Strategic Diversity in Action Games," IPSJ Journal, vol. 55, no. 11, pp. 2328-2335, Nov. 2014. (in Japanese)

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Yuto Nakagawa, Kaito Yamamoto, and Ruck Thawonmas, "Online Adjustment of the AI's Strength in a Fighting Game Using the k-Nearest Neighbor Algorithm and a Game Simulator," Proc. of the 3rd IEEE Global Conference on Consumer Electronics (GCCE 2014), Tokyo, Japan, pp. 494-495, Oct. 7-10, 2014. (IEEE GCCE 2014 Undergraduate Paper Award)

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Kaito Yamamoto, Syunsuke Mizuno, Chun Yin Chu and Ruck Thawonmas, "Deduction of Fighting-Game Countermeasures Using the k-Nearest Neighbor Algorithm and a Game Simulator," Proc. of 2014 IEEE Conference on Computational Intelligence and Games (CIG 2014), Dortmund, Germany, pp. 437-441, Aug. 26-29, 2014.

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Feiyu Lu, Kaito Yamamoto, Luis H. Nomura, Syunsuke Mizuno, YoungMin Lee, and Ruck Thawonmas, "Fighting Game Artificial Intelligence Competition Platform," Proc. of the 2nd IEEE Global Conference on Consumer Electronics (GCCE 2013), Tokyo, Japan, pp. 320-323, Oct. 1-4, 2013.

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Akinori Nakagawa, Tomoya Shibazaki, Shota Osaka, and Ruck Thawonmas, "Adjustment of Game Difficulty and Improvement of Action Variety in Fighting Action Games Using Neural Networks," Journal of Game Amusement Society, vol. 3, no. 1, pp. 35-40, 2009. (in Japanese)

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Syota Osaka, Ruck Thawonmas, and Tomoya Shibazaki, "Investigation of Various Online Adaptation Methods of Computer-Game AI Rulebase in Dynamic Scripting," CD-ROM Proc. of the 1st International Conference on Digital Interactive Media Entertainment and Arts (DIME-ARTS 2006), Bangkok, Thailand, Oct. 25-27, 2006.

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Ruck Thawonmas and Syota Osaka, "A Method for Online Adaptation of Computer-Game AI Rulebase," DVD Proc. of ACM SIGCHI International Conference on Advances in Entertainment Technology 2006 (ACE 2006), Hollywood, USA, Jun. 14-16, 2006.

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List of Related Publications by Other Groups

Simon Demediuk, Marco Tamassia, William Raffe, Fabio Zambetta, Xiaodong Li and Florian Floyd Mueller, "Monte Carlo Tree Search Based Algorithms for Dynamic Difficulty Adjustment," Proc. of 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017), New York City, USA, Aug. 22-25, 2017.

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Seonghun Yoon and Kyung-Joong Kim, "Deep Q Networks for Visual Fighting Game AI," Proc. of 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017), New York City, USA, Aug. 22-25, 2017.

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Man-Je Kim and Kyung-Joong Kim, "Opponent Modeling based on Action Table for MCTS-based Fighting Game AI," Proc. of 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017), New York City, USA, Aug. 22-25, 2017.

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Giovanna Martinez-Arellano, Richard Cant and David Woods, "Creating AI Characters for Fighting Games using Genetic Programming," IEEE Transactions on Computational Intelligence and AI in Games, Dec. 2016.

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Ngoc Quang Vu, "Building a Strong Fighting Game Player," Master Thesis, Japan Advanced Institute of Science and Technology, Sep. 2016.

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Richard Konecny, "Modeling of fighting game players," Master Thesis,Utrecht University, Aug, 2016.

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Gianlucca L. Zuin, Yuri P. A. Macedo, Luiz Chaimowicz, Gisele L. Pappa, "Discovering Combos in Fighting Games with Evolutionary Algorithms," GECCO'16, pp. 277-284, July 20-24, 2016, Denver, CO, USA.

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N. Sato, S. Temsiririkkul, S. Sone. and K. Ikeda, "Adaptive Fighting Game Computer Player by Switching Multiple Rule-based Controllers," Proc. of the 3rd International Conferenceon Applied Computing and Information Technology (ACIT 2015), pp. 52-59, 2015.

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K. Majchrzak, J. Quadflieg, and G. Rudolph, "Advanced Dynamic Scripting for Fighting Game AI," Proc. of Entertainment Computing (ICEC 2015), pp. 86-99, 2015.

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K. Asayama, K. Moriyama, K. Fukui, and M. Numao, "Prediction as Faster Perception in a Real-time Fighting Video Game," Proc. the 2015 IEEE Conference on Computational Intelligence and Games (CIG 2015), pp. 517-522, 2015.

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H. Park and K.J. Kim, "Learning to Play Fighting Game using Massive Play Data," Proc. of 2014 IEEE Conference on Computational Intelligence and Games (CIG 2014), Dortmund, Germany, pp. 458-459, August 26-29, 2014

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K. Moriyama, S.E. Ortiz Branco, M. Matsumoto, K. Fukui, S. Kurihara, M. Numao," An Intelligent Fighting Videogame Opponent Adapting to Behavior Patterns of the User," IEICE TRANSACTIONS on Information and Systems, vol. E97-D, no. 4, pp. 842-851, 2014.

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S.S. Saini, C.W. Dawson, and P.W.H. Chung, "Mimicking Player Strategies in Fighting Games," Proc. of the 2011 IEEE International Games Innovation Conference (IGIC), pp. 44--47, 2011.

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S, Lueangrueangroj and V. Kotrajaras, "Real-time Imitation based Learning for Commercial Fighting Games," Proc. of Computer Games, Multimedia and Allied Technology 09, International Conference and Industry Symposium on Computer Games, Animation, Multimedia, IPTV, Edutainment and IT Security, 2009.

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B.H. Cho, S.H. Jung, Y.R. Seong, and H.R. Oh, "Exploiting Intelligence in Fighting Action Games using Neural Networks," IEICE Transactions on Information and Systems, vol. E89-D, no. 3, pp. 1249-1256, 2006.

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Please let us know any other papers related to fighting game AIs, regardless of using FightingICE, so that we can list them here.