| Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Dynamic RPG Quest Generation Based on Knowledge Graph Search Zhenrong He, Taichi Watanabe (TUT) |
Scenario production in RPGs is high-cost and faces the issue of losing freshness in subsequent playthroughs. While LLM-b... [more] |
AIT2026-105 pp.246-247 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Personalized Difficulty Adjustment Method Based on a Player Behavior Evaluation Model in 2D Platform Games Feng Simiao, Taichi Watanabe (TUT) |
[more] |
AIT2026-106 pp.248-249 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Development of Utility-based AI with Threat Maps for Single-lane Tower Defense Games Rento Yamamoto, Taichi Watanabe (TUT) |
[more] |
AIT2026-107 pp.250-251 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Dynamic Priority Control of Behavior Trees using Supervised Learning Mao Saotome, Taichi Watanabe (TUT) |
While Behavior Trees are extensively utilized in game AI, their rigid structure presents challenges, such as the AI beco... [more] |
AIT2026-111 pp.262-263 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Optimization of Raytraced Audio using Acoustic Parameters and Monte Carlo Method Li Huan, Taichi Watanabe (TUT) |
[more] |
AIT2026-122 pp.298-299 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Automatic Generation of 3D Maps Considering Level Design Zhang Shengjie, Masaki Abe, Taichi Watanabe (TUT) |
In this study, we propose a method for automatically generating 3D maps suitable for
applications requiring small-scale... [more] |
AIT2024-50 pp.61-64 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Droplet Drop Model with Turing Pattern Mitsuru Watanabe, Masaki Abe, Taichi Watanabe (TUT) |
In this study, a Turing pattern is used to mimic a falling droplet. In fluid dynamics, it is difficult to handle splitti... [more] |
AIT2024-55 pp.81-82 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 16:15 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A Study on Improving the Accuracy of Continuous Collision Detection of Rotating Rigid Bodies in Real-Time Graphics Hikaru Yamamoto, Masaki Abe, Taichi Watanabe (TUT) |
Few of the CCD (Continuous Collision Detection) methods in today's computer games deal with rotational motion. In additi... [more] |
AIT2023-72 pp.139-142 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A study of energy wave with water physical solver Luwen Su, Masaki Abe, Taichi Watanabe (TUT) |
We propose a one-way coupling framework between the water surface and rigid to simulate a does not exist phenomenon in w... [more] |
AIT2023-81 pp.169-170 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Using Deep Learning to Generate Wall Textures ekitou chin, Masaki Abe, Taichi Watanabe (TUT) |
In recent years, the area of image processing and image generation using deep learning has been further developed and ap... [more] |
AIT2023-83 pp.175-176 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A Study on Camera Control in FPS Game Match Xiang Li, Masaki Abe, Taichi Watanabe (TUT) |
In FPS game matches, it is common for a cameraman to operate the in-game Observer system to provide a match screen to sp... [more] |
AIT2023-84 pp.177-178 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Traffic Dynamic Coordination of General Vehicles in an Open World Racing Game Yuki Kuimoto, Masaki Abe, Taichi Watanabe (TUT) |
In an open-world racing game, in addition to the player, there are general vehicles on the map that follow the traffic r... [more] |
AIT2023-87 pp.187-188 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Transmitted light rendering of human skin Research on real-time rendering Gao Feng, Masaki Abe, Taichi Watanabe (TUT) |
Few of the CCD (Continuous Collision Detection) methods in today's computer games deal with rotational motion. In additi... [more] |
AIT2023-88 pp.189-190 |
| AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 12:40 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Research on Route Reduction Method for Route Graph Takeya Hirakawa, Masaki Abe, Taichi Watanabe (TUT) |
Since route search is performed in real time in the game field, it is important to shorten the calculation time. A route... [more] |
AIT2023-108 pp.261-262 |
| AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Cost-constrained multi-agent route search maximizing the total value of transited nodes Kanau Shibayama, Masaki Abe, Taichi Watanabe (TUT) |
The current Vehicle Routing Problem always traverses all nodes, which makes the cost unrealistic depending on the situat... [more] |
AIT2022-108 pp.271-272 |
| AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Using Deep Learning to Generate Water Effects for 2D Animation Zhaolou Liang, Masaki Abe, Taichi Watanabe (Tokyo Univ of Technology) |
In 2D animation effects, hand-drawn drawings and 3D simulations are used. Hand-drawn images have a high artistic and des... [more] |
AIT2022-112 pp.283-284 |
| AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Teamwork AI with inferred behavior Takuma Wabiko, Masaki Abe, Taichi Watanabe (TUT) |
[more] |
AIT2022-114 pp.289-290 |
| AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Assisting pinpoint melee attacks in VR Kyousuke Kurihara, Masaki Abe, Taichi Watanabe (Tokyo Univ Tec.) |
Melee attacks are a common action in many games that involve fighting enemies. It is no different in VR games using HMDs... [more] |
AIT2022-116 pp.295-296 |
| AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
A Study on the Best Move Search for NPC Behavior Ryoma Yoshida, Masaki Abe, Taichi Watanabe (TUT) |
AI includes character AI that manages the behavior of NPCs (non-player characters). Goal-based AI, one type of character... [more] |
AIT2022-117 pp.297-298 |
| AIT, IIEEJ, AS, CG-ARTS |
2021-03-08 15:00 |
Online |
Online |
Research on Game Balance Maintenance by Cooperative Game Theory Toshiya Suzuki, Masaki Abe, Taichi Watanabe (TUT) |
In multiplayer games, some players have a great advantage, and one-sided development by that player may occur, making th... [more] |
AIT2021-114 pp.287-288 |
|