
OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!
If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.
Requested Article:
Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas
Ryota Ishii, Suguru Ito, Makoto Ishihara, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 19
Ryota Ishii, Suguru Ito, Makoto Ishihara, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 19
Showing 19 citing articles:
A Literature Review of Quantitative Persona Creation
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
(2020), pp. 1-14
Closed Access | Times Cited: 83
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
(2020), pp. 1-14
Closed Access | Times Cited: 83
A Survey of 15 Years of Data-Driven Persona Development
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
International Journal of Human-Computer Interaction (2021) Vol. 37, Iss. 18, pp. 1685-1708
Open Access | Times Cited: 50
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
International Journal of Human-Computer Interaction (2021) Vol. 37, Iss. 18, pp. 1685-1708
Open Access | Times Cited: 50
How to Create Personas: Three Persona Creation Methodologies with Implications for Practical Employment
Bernard J. Jansen, Soon-Gyo Jung, Lene Nielsen, et al.
Pacific Asia journal of the Association for Information Systems (2022) Vol. 14, pp. 1-28
Open Access | Times Cited: 22
Bernard J. Jansen, Soon-Gyo Jung, Lene Nielsen, et al.
Pacific Asia journal of the Association for Information Systems (2022) Vol. 14, pp. 1-28
Open Access | Times Cited: 22
Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors
Makoto Ishihara, Suguru Ito, Ryota Ishii, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 33
Makoto Ishihara, Suguru Ito, Ryota Ishii, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 33
Strengths and Weaknesses of Persona Creation Methods: Guidelines and Opportunities for Digital Innovations
Bernard J. Jansen, Soon‐gyo Jung, Joni Salminen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 23
Bernard J. Jansen, Soon‐gyo Jung, Joni Salminen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 23
A Survey of Planning and Learning in Games
Fernando Duarte, Nuno Lau, Artur Pereira, et al.
Applied Sciences (2020) Vol. 10, Iss. 13, pp. 4529-4529
Open Access | Times Cited: 24
Fernando Duarte, Nuno Lau, Artur Pereira, et al.
Applied Sciences (2020) Vol. 10, Iss. 13, pp. 4529-4529
Open Access | Times Cited: 24
Applying Hybrid Reward Architecture to a Fighting Game AI
Yoshina Takano, Wenwen Ouyang, Suguru Ito, et al.
(2018), pp. 1-4
Closed Access | Times Cited: 13
Yoshina Takano, Wenwen Ouyang, Suguru Ito, et al.
(2018), pp. 1-4
Closed Access | Times Cited: 13
A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay
Ryota Ishii, Suguru Ito, Ruck Thawonmas, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 10
Ryota Ishii, Suguru Ito, Ruck Thawonmas, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 10
A Dynamic Difficulty Adjustment Algorithm With Generic Player Behavior Classification Unity Plugin In Single Player Games
Luís Fernando Bicalho, Augusto Baffa, Bruno Feijó
(2023)
Closed Access | Times Cited: 3
Luís Fernando Bicalho, Augusto Baffa, Bruno Feijó
(2023)
Closed Access | Times Cited: 3
Application of Retrograde Analysis on Fighting Games
Kristen Yu, Nathan Sturtevant
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Closed Access | Times Cited: 8
Kristen Yu, Nathan Sturtevant
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Closed Access | Times Cited: 8
Information Design for Personas in Four Professional Domains of User Experience Design, Healthcare, Market Research, and Social Media Strategy
Kathleen Guan, Joni Salminen, Lene Nielsen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 6
Kathleen Guan, Joni Salminen, Lene Nielsen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 6
A novel real-time design for fighting game AI
Gia Thuan Lam, Doina Logofătu, Costin Bădică
Evolving Systems (2020) Vol. 12, Iss. 1, pp. 169-176
Closed Access | Times Cited: 4
Gia Thuan Lam, Doina Logofătu, Costin Bădică
Evolving Systems (2020) Vol. 12, Iss. 1, pp. 169-176
Closed Access | Times Cited: 4
Fighting-Game Gameplay Generation Using Highlight Cues
Ryota Ishii, Keita Fujimaki, Ruck Thawonmas
IEEE Transactions on Games (2021) Vol. 14, Iss. 3, pp. 533-538
Closed Access | Times Cited: 4
Ryota Ishii, Keita Fujimaki, Ruck Thawonmas
IEEE Transactions on Games (2021) Vol. 14, Iss. 3, pp. 533-538
Closed Access | Times Cited: 4
An Analysis of Fighting Game AIs Having a Persona
Ryota Ishii, Suguru Ito, Ruck Thawonmas, et al.
2022 IEEE 11th Global Conference on Consumer Electronics (GCCE) (2018), pp. 590-591
Closed Access | Times Cited: 2
Ryota Ishii, Suguru Ito, Ruck Thawonmas, et al.
2022 IEEE 11th Global Conference on Consumer Electronics (GCCE) (2018), pp. 590-591
Closed Access | Times Cited: 2
Discovering of Game AIs’ Characters Using a Neural Network based AI Imitator for AI Clustering
Yushan Zhou, Wenxin Li
2021 IEEE Conference on Games (CoG) (2020), pp. 198-205
Closed Access | Times Cited: 2
Yushan Zhou, Wenxin Li
2021 IEEE Conference on Games (CoG) (2020), pp. 198-205
Closed Access | Times Cited: 2
A Study on the Agent in Fighting Games Based on Deep Reinforcement Learning
Hai Liang, Jiaqi Li
Mobile Information Systems (2022) Vol. 2022, pp. 1-8
Open Access | Times Cited: 1
Hai Liang, Jiaqi Li
Mobile Information Systems (2022) Vol. 2022, pp. 1-8
Open Access | Times Cited: 1
Selecting the Appropriate Persona Creation Method
Bernard J. Jansen, Joni Salminen, Soon‐gyo Jung, et al.
Synthesis lectures on human-centered informatics (2021), pp. 239-259
Closed Access | Times Cited: 1
Bernard J. Jansen, Joni Salminen, Soon‐gyo Jung, et al.
Synthesis lectures on human-centered informatics (2021), pp. 239-259
Closed Access | Times Cited: 1
A Visual Analysis of Gameplay in a Fighting Game
Ryota Ishii, Suguru Ito, Tomohiro Harada, et al.
(2019), pp. 117-117
Closed Access
Ryota Ishii, Suguru Ito, Tomohiro Harada, et al.
(2019), pp. 117-117
Closed Access
Current Aspects of Using Artificial Intelligence in Digital Games and Computer Graphics Content Control
Veljko Aleksić, Dionysios Politis
(2021)
Open Access
Veljko Aleksić, Dionysios Politis
(2021)
Open Access