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Ruck Thawonmas: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Ruck Thawonmas, Takeshi Yagome
    Application of the Artificial Society Approach to Multiplayer Online Games: A Case Study on Effects of a Robot Rental Mechanism. [Citation Graph (0, 0)][DBLP]
    ADCOG, 2004, pp:12-17 [Conf]
  2. Ruck Thawonmas, Hiroki Hassaku, Keisuke Tanaka
    Mimicry: Another Approach for Interactive Comedy. [Citation Graph (0, 0)][DBLP]
    GAME-ON, 2003, pp:47-0 [Conf]
  3. Ruck Thawonmas, Junichiro Hirayama, Fumiaki Takeda
    Learning from Human Decision-Making Behaviors - An Application to RoboCup Software Agents. [Citation Graph (0, 0)][DBLP]
    IEA/AIE, 2002, pp:136-145 [Conf]
  4. Yoshitaka Matsumoto, Ruck Thawonmas
    MMOG Player Classification Using Hidden Markov Models. [Citation Graph (0, 0)][DBLP]
    ICEC, 2004, pp:429-434 [Conf]
  5. Ruck Thawonmas, Katsuyoshi Hata
    Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph. [Citation Graph (0, 0)][DBLP]
    ICEC, 2005, pp:126-135 [Conf]
  6. Ruck Thawonmas, Masayoshi Kurashige, Keita Iizuka, Mehmed M. Kantardzic
    Clustering of Online Game Users Based on Their Trails Using Self-organizing Map. [Citation Graph (0, 0)][DBLP]
    ICEC, 2006, pp:366-369 [Conf]
  7. Ruck Thawonmas, Yuki Konno, Kohei Tsuda
    Discovery of Online Game User Relationship Based on Co-occurrence of Words. [Citation Graph (0, 0)][DBLP]
    ICEC, 2006, pp:286-291 [Conf]
  8. Kohei Tsuda, Ruck Thawonmas
    Keyword Discovery by Measuring Influence Rates on Bulletin Board Services. [Citation Graph (0, 0)][DBLP]
    ICEC, 2005, pp:148-154 [Conf]
  9. Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashige
    Cellular automata and Hilditch thinning for extraction of user paths in online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:38- [Conf]
  10. Ruck Thawonmas, Keisuke Tanaka, Hiroki Hassaku
    Extended Hierarchical Task Network Planning for Interactive Comedy. [Citation Graph (0, 0)][DBLP]
    PRIMA, 2003, pp:205-213 [Conf]
  11. Shigeo Abe, Ming-Shong Lan, Ruck Thawonmas
    Tuning of a fuzzy classifier derived from data. [Citation Graph (0, 0)][DBLP]
    Int. J. Approx. Reasoning, 1996, v:14, n:1, pp:1-24 [Journal]
  12. Ruck Thawonmas, Makoto Iwata, Satoshi Fukunaga
    A Novel Parallel Model for Self-Organizing Map and its Efficient Implementation on a Data-Driven Multiprocessor. [Citation Graph (0, 0)][DBLP]
    JACIII, 2003, v:7, n:3, pp:355-361 [Journal]
  13. Andrzej Cichocki, Ruck Thawonmas
    On-line Algorithm for Blind Signal Extraction of Arbitrarily Distributed, but Temporally Correlated Sources Using Second Order Statistics. [Citation Graph (0, 0)][DBLP]
    Neural Processing Letters, 2000, v:12, n:1, pp:91-98 [Journal]
  14. Ruck Thawonmas, Goutam Chakraborty, Norio Shiratori
    Fast Heuristic Scheduling Based on Neural Networks for Real-Time Systems. [Citation Graph (0, 0)][DBLP]
    Real-Time Systems, 1995, v:9, n:3, pp:289-304 [Journal]
  15. Shigeo Abe, Ruck Thawonmas, Masahiro Kayama
    A fuzzy classifier with ellipsoidal regions for diagnosis problems. [Citation Graph (0, 0)][DBLP]
    IEEE Transactions on Systems, Man, and Cybernetics, Part C, 1999, v:29, n:1, pp:140-148 [Journal]
  16. Ruck Thawonmas, Shigeo Abe
    A novel approach to feature selection based on analysis of class regions. [Citation Graph (0, 0)][DBLP]
    IEEE Transactions on Systems, Man, and Cybernetics, Part B, 1997, v:27, n:2, pp:196-207 [Journal]
  17. Ruck Thawonmas, Shigeo Abe
    Function approximation based on fuzzy rules extracted from partitioned numerical data. [Citation Graph (0, 0)][DBLP]
    IEEE Transactions on Systems, Man, and Cybernetics, Part B, 1999, v:29, n:4, pp:525-534 [Journal]
  18. Ruck Thawonmas, Syota Osaka
    A method for online adaptation of computer-game AI rulebase. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2006, pp:16- [Conf]
  19. Ruck Thawonmas, Masanao Kamozaki, Yousuke Ohno
    A Role Casting Method Based on Emotions in a Story Generation System. [Citation Graph (0, 0)][DBLP]
    ICEC, 2007, pp:182-192 [Conf]

  20. Detection of MMORPG bots based on behavior analysis. [Citation Graph (, )][DBLP]


  21. Automatic storytelling in comics: a case study on World of Warcraft. [Citation Graph (, )][DBLP]


  22. Analysis of User Trajectories Based on Data Distribution and State Transition: a Case Study with a Massively Multiplayer Online Game Angel Love Online. [Citation Graph (, )][DBLP]


  23. The Structure of Patent Authorship Networks in Japanese Manufacturing Companies. [Citation Graph (, )][DBLP]


  24. Frame Selection for Automatic Comic Generation from Game Log. [Citation Graph (, )][DBLP]


  25. Analysis of Area Revisitation Patterns in World of Warcarft. [Citation Graph (, )][DBLP]


  26. Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log. [Citation Graph (, )][DBLP]


  27. Rule acquisition based on hyperbox representation and its applications. [Citation Graph (, )][DBLP]


  28. A Movement Data Analysis and Synthesis Tool for Museum Visitors' Behaviors. [Citation Graph (, )][DBLP]


  29. A Content Management System for User-Driven Museums in Second life. [Citation Graph (, )][DBLP]


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