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Proposal and Generation of Endgame Puzzles for an Imperfect Information Game Geister
Using Reinforcement Learning to Generate Levels of Super Mario Bros. with Quality and Diversity
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning
Adding links on minimum degree and longest distance strategies for improving network robustness and efficiency
Investigating stronger tolerant network against cascading failures in focusing on changing degree distributions