Updated on 2022/05/25

写真b

 
MIYAKE Youichiro
 
*Items subject to periodic update by Rikkyo University (The rest are reprinted from information registered on researchmap.)
Affiliation*
Graduate School of Artificial Intelligence and Science Master's Program in Artificial Intelligence and Science
Graduate School of Artificial Intelligence and Science Doctoral Program in Artificial Intelligence and Science
Title*
Specially Appointed Professor
Degree
Ph.D. (Engineering) ( 3 2021   The University of Tokyo ) / Master Degree of Physics ( 3 2001   Osaka University ) / Bachelor ( 3 1999   Kyoto University )
Contact information
Mail Address
Research Theme*
  • デジタルゲームにおける人工知能を研究している。エージェントモデル、意思決定、ゲーム全体をコントロールするメタAI、ビヘイビア・戦略の学習などである。また心身を持つフルセットの人工知能開発には、それを支える強固な哲学的足場が必要であり西洋、東洋哲学と人工知能の関わりを開拓している。さらに人工知能を広く社会に伝えるため、ボードゲームを用いたワークショップ形式の人工知能教育法をテーマとしている。【略歴】株式会社スクウェア・エニックス テクノロジー推進部 リードAIリサーチャー。博士(工学)。著作に「人工知能のための哲学塾」「人工知能の作り方」「ゲーム情報学概論」「FINAL FANTASY XV の人工知能」「高校生のためのゲームで考える人工知能」(ほか多数)。

  • Research Interests
  • Artificial Intelligence and Philosophy

  • Metaverse

  • Smart City

  • AI in Digital Game

  • Campus Career*
    • 4 2022 - Present 
      Graduate School of Artificial Intelligence and Science   Master's Program in Artificial Intelligence and Science   Specially Appointed Professor
    • 4 2022 - Present 
      Graduate School of Artificial Intelligence and Science   Doctoral Program in Artificial Intelligence and Science   Specially Appointed Professor
    • 4 2020 - 3 2022 
      Graduate School of Artificial Intelligence and Science   Artificial Intelligence and Science   Specially Appointed Professor
    Profile

    略歴書_三宅_2022_2.pdf

    主な業績_三宅陽一郎_2021年12月22日.pdf

    *********************************************************************

    Mail:  y.m.4160@gmail.com / miyakey@square-enix.com


    Twitter: @miyayou https://twitter.com/miyayou

    Slide:    https://www.slideshare.net/youichiromiyake/

    Blog:  http://blogai.igda.jp

    LinkedIn:   http://www.linkedin.com/in/miyayou

    Facebook:  http://www.facebook.com/youichiro.miyake

    Personal Web: https://miyayou.com/

    *********************************************************************

    ゲームAI研究者・開発者。京都大学で数学を専攻、大阪大学(物理学修士)、東京大学工学系研究科博士課程(単位取得満期退学)。博士(工学、東京大学)。2004年よりデジタルゲームにおける人工知能の開発・研究に従事。立教大学大学院人工知能科学研究科特任教授、九州大学客員教授、東京大学客員研究員。国際ゲーム開発者協会日本ゲームAI専門部会設立(チェア)、日本デジタルゲーム学会理事、人工知能学会理事・シニア編集委員、情報処理学会ゲーム情報学研究会運営委員。『大規模デジタルゲームにおける人工知能の一般的体系と実装 -FINAL FANTASY XVの実例を基に-』にて2020年度人工知能学会論文賞を受賞。

    著書に『戦略ゲームAI解体新書』(翔泳社)『人工知能のための哲学塾』『人工知能のための哲学塾 東洋哲学篇』(ゲンロン人文的大賞2018受賞)(ビー・エヌ・エヌ新社)、『人工知能の作り方』『ゲームAI技術入門』(技術評論社)、『人工知能が「生命」になるとき』(PLANETS/第二次惑星開発委員会)、『なぜ人工知能は人と会話ができるのか』(マイナビ出版)、『<人工知能>と<人工知性>』(iCardbook)。共著に『人工知能のための哲学塾 未来社会篇』(ビー・エヌ・エヌ新社)、『絵でわかる人工知能』(SBクリエイティブ)、『高校生のための ゲームで考える人工知能』(筑摩書房)、『ゲーム情報学概論』(CEDEC AWARDS 2018 著述賞受賞)(コロナ社)、『FINAL FANTASY XVの人工知能』(ボーンデジタル社)、『キャラクタアニメーションの数理とシステム』(コロナ社)。監修に『最強囲碁AI アルファ碁 解体新書』(翔泳社)、『マンガでわかる人工知能』(池田書店)、『C++のためのAPIデザイン』(SBクリエイティブ)などがある。

     

    Research Areas

    • Informatics / Soft computing  / Artificial Intelligence in Digital Game

    Research History

    • 4 2022 - Present 
      the University of Tokyo   Institute of Industrial Science   Research Fellow

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    • 1 2022 - Present 
      SQUARE ENIX   AI Division   General Manger / Lead AI Researcher

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      Country:Japan

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    • 10 2020 - Present 
      Japanese Society of Artificial Intelligence   Board Member

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      Country:Japan

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    • 4 2020 - Present 
      Rikkyo University   Graduate School of Artificial Intelligence and Science   Specially Appointed Professor

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      Country:Japan

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    • 3 2020 - Present 
      SQUARE ENIX AI&Arts Alchemy   Director/CTO

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      Country:Japan

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    • 4 2019 - Present 
      Kyushu University   Institute of Mathematics-for-Industry   Visiting Professor

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      Country:Japan

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    • 10 2018 - Present 
      The University of Tokyo   Research Center for Advanced Science and Technology   Visiting Researcher,

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      Country:Japan

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    • 4 2013 - Present 
      DiGRA JAPAN   Board Member

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      Country:Japan

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    • 4 2011 - 12 2021 
      SQUARE ENIX   Advanced Techlogy Division   Lead AI Researcher

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      Country:Japan

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    • 4 2017 - 3 2021 
      Society of Ary and Science   Board Member

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      Country:Japan

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    • 4 2017 - 3 2019 
      RIKEN   Center for Advanced Intelligence Project   Visiting Researcher

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      Country:Japan

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    • 10 2004 - 3 2011 
      From Software   Technology Division   AI Researcher

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      Country:Japan

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    Education

    • 4 2001 - 3 2004 
      The University of Tokyo   The Graduate School of Engineering   Department of Electrical Engineering

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      Country: Japan

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    • 4 1999 - 3 2001 
      Osaka University   Graduate School of Science   Department of Physics

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      Country: Japan

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    • 4 1995 - 3 1999 
      Kyoto University   Graduate School of Human and Environmental Studies

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      Country: Japan

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    Committee Memberships

    • 10 2020 - Present 
      Japanese Society of Artificial Intelligence   Senior Editorial committee

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      Committee type:Academic society

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    • 4 2020 - Present 
      Japanese Society of Artificial Intelligence   AI ELSI

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    • 4 2019 - Present 
      DiGRA JAPAN   Public Relations Chairman

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      Committee type:Academic society

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    • 4 2013 - Present 
      DiGRA JAPAN   Research Committee

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      Committee type:Academic society

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    • 12 2006 - Present 
      IGDA JAPAN   SIG-AI Chair

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      Committee type:Academic society

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    • 6 2007 - 12 2021 
      CEDEC   Committee member

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      Committee type:Academic society

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    • 10 2016 - 9 2020 
      Japanese Society of Artificial Intelligence   Editorial committee

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      Committee type:Academic society

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    • 4 2018 - 3 2019 
      経済産業省   理数系人材の産業界での活躍に向けた意見交換会

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      https://www.meti.go.jp/shingikai/economy/risukei_jinzai/

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    Awards

    • 6 2021  
      Japanese Society of Artificial Intelligence  JSAI Best Paper Award  Game AI General Theory and its Implementation in AAA Digital Game -A Case Study of AI System in FINAL FANTASY XV-
       
      Youichiro Miyake (SQUARE ENIX)

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    • 12 2018  
      genron  Jinbunteki Taisho 2018 
       
      Youichiro Miyake

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    • 9 2018  
      CEDEC  CEDEC 2018 Writing Award 

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    • 3 2012  
      DIGRA JAPAN  Young Encouragement Award 
       
      Youichiro Miyake

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    • 9 2010  
      CEDEC  CEDEC 2012 Programming and Development Environment Award of Excellence  To the contiribution of development of AI and Procedural Tehnologies

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    • 7 2009  
      Digital Contets Symposium, 4th  Funai Award  Implementing Character AI based on Agent Architecture

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    Papers

    • Analysis of Acquisition of Strategies for Agents in Reinforcement Learning

        ( 2021 ) 106 - 110   6 11 2021

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      Language:Japanese  

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    • Constructing Agents of Dialogue game "INSIDER" by using Information Entropy

        ( 2021 ) 57 - 64   6 11 2021

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    • Meta AI-based Automatic Tuning of FPS Game Difficulty

        ( 2021 ) 49 - 56   6 11 2021

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    • 記号主義とコネクショニズムの統合,デカルトとベルクソン,スマートシティ

      三宅 陽一郎

      人工知能36 ( 3 ) 318 - 319   2021

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      Language:Japanese   Publisher:一般社団法人 人工知能学会  

      DOI: 10.11517/jjsai.36.3_318

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    • Comparative Verification Experiment about Influence of MCS-AI Dynamic Cooperative Model to Game Design

      MIYAKE Youichiro, TORIUMI Fujio

      Proceedings of the Annual Conference of JSAI2021   3I2GS5e01 - 3I2GS5e01   2021

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      <p>An objective of this comparative verification experiment is to verify an influence of MCS-AI Dynamic Cooperative Model (Meta-Character-Spatial AI Dynamic Cooperative Model) to bring diversity to game design. By comparing ideas of examinees who read the documents of both MCS-AI Dynamic Cooperative Model and MCN-AI Cooperative Model and who read only the documents of MCN-AI Cooperative Model, the influence of MCS-AI Dynamic Cooperative Model was verified. After examinees read the documents, they wrote ideas of game design in natural language. By analyzing these ideas by natural language analysis, a difference between their ideas is examined. It is showed that ideas from examinees who read the document of MCS-AI Dynamic Cooperative Model include more usages of AI techniques.</p>

      DOI: 10.11517/pjsai.JSAI2021.0_3I2GS5e01

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    • The Ping Pong Robot to Control Motivation of a Human-Player

        53 ( 1 ) 34 - 41   2021

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    • Analysis of Artificial Intelligence in Science Fiction

      OSAWA Hirotaka, MIYAMOTO Dohjin, HASE Satoshi, SAIJO Reina, FUKUCHI Kentaro, MIYAKE Youichiro

      Proceedings of the Annual Conference of JSAI2020   2Q5OS13b02 - 2Q5OS13b02   2020

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      <p>The various possibilities and risks of artificial intelligence are currently being discussed as an urgent issue for rapid AI development for real-world applications. Even the media and researchers often cite science fiction as a vision of the future. But because of the technological inaccuracies of entertainment, it's not always appropriate to bring these AI in science fiction to serious discussion in the future. On the other hand, some science fiction themes play an active role in reminding people of new visions. To understand the mixed effects of science fiction in the field of AI, the authors analyzed how AI was described in science fiction with science fiction critics and writers. First, we selected 115 AI stories in science fiction based on three criteria: intellectual diversity, social dimensions, and expansion of human intelligence. Eleven factors representing AI characteristics were analyzed using cluster analysis and principal component analysis. The results suggest that there are four characteristic AI clusters in SF. They are people, machines, helpers, infrastructure, and mapped to two-dimensional space. They are intelligence and humanity.</p>

      DOI: 10.11517/pjsai.JSAI2020.0_2Q5OS13b02

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    • Researching AI Technologies Created in Japan in the 1980s and 1990s Peer-reviewed

      Miyake Youichiro

      Replaying Japan2   105 - 110   2020

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      Authorship:Lead author, Last author, Corresponding author   Language:English   Publishing type:Research paper (scientific journal)  

      DOI: 10.34382/00013367

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      Other Link: http://hdl.handle.net/10367/00013367

    • Game AI General Theory and its Implementation in AAA Digital Game:-A Case Study of AI System in FINAL FANTASY XV- Peer-reviewed

      Miyake Youichiro

      Transactions of the Japanese Society for Artificial Intelligence35 ( 2 ) B - J64_1-16   2020

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      Authorship:Lead author, Last author, Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:The Japanese Society for Artificial Intelligence  

      <p>A game AI general theory has been researched and developed in game industry in the world, and a new game AI general theory of AI in digital game is supposed with three AIs. For a large scale of game, a game AI system consists of three types of AI such as meta-AI, character AI, and navigation AI. A meta-AI is to control a game dynamically from a bird-view by watching a player's behavior. A character AI is a brain of a game character such as a buddy, a monster, or a villager to make a decision in real-time. A navigation AI is to recognize an environment of a game to find a path or a best location to move dynamically. Especially, character AI is a main topic to study in game development, and it includes many fields such as multi-layered structure, character animation, agent architecture, decision-making modules, and so on. A new method of decision-making of combination of behavior trees and state machines is supposed. It is called AI Graph. The game AI general theory was applied to an AI system of an action-RPG game "FINAL FANTASY XV". The results are showed in the paper. All characters' decision-making system in FINAL FANTASY XV are based on AI Graphs. An AI Graph Editor is a tool to make an AI Graph only by using a mouse and simple text inputs. A dynamics of the new method is showed by explaining AI Graph Editor precisely.</p>

      DOI: 10.1527/tjsai.B-J64

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    • Meta-AI, Character AI, Spatial AI Dynamic Cooperation Model in Digital Game

      MIYAKE Youichiro

      Proceedings of the Annual Conference of JSAI2020   1P4GS701 - 1P4GS701   2020

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      <p>Digital game becomes to have a large and complex game world. The change made AI in digital game more intelligent and produced the three kinds of AI. Meta-AI as dynamic control AI of a whole game, Character AI as an autonomous agent, and Spatial AI to support spatial recognition of a game world became formed, and they cooperate each other. The system is called "MCS-AI Dynamic Cooperation Model". The model enables an analysis of AI structure in a digital game, and it is also used for making a whole new AI system for a new digital game. Each AI has a specific domain of a game to solve, and the cooperation produces an intelligence in game. The interface to cooperate is query-based, and "orders and reports". In the presentation, MCS-AI dynamic cooperation model is suggested, and the effectiveness is verified. As a result, a new method of AI decision making principle "AI Graph" is developed to connect three AI components.</p>

      DOI: 10.11517/pjsai.JSAI2020.0_1P4GS701

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    • A History of Formation of Meta AI and AI Director Peer-reviewed

      MIYAKE Youichiro, MIZUNO Yuta, SATOI Daiki

      Journal of Digital Games Research13 ( 2 ) 1 - 12   2020

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      Authorship:Lead author, Last author, Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Digital Games Research Association Japan  

      Meta AI is one of main three game AIs such as Character AI, Navigation AI, and Meta AI. A character AI means a character's brain to make a decision, and Navigation AI is a recognition system for an environment of a game. Meta AI is AI to control a whole game dynamically. A technical term "Meta AI" began to be used since 2005. But the original idea of Meta AI can be seen in the game development in 80's, and it has been developed until now. Furthermore, a concept of AI Director was born in 2008. AI Director is similar to Meta AI, and they are used in almost same meaning, but different. The paper is the first attempt to research a history of concept formation of both of them, and their difference of fields and roles become clearly defined. This study can become a base of research in Meta AI and AI Director for the future by providing their history and past circumstances of developments and researches.

      DOI: 10.9762/digraj.13.2_1

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    • A New Character Decision-Making System by combining Behavior Tree and State Machine

      MIYAKE Youichiro

      Proceedings of the Annual Conference of JSAI2019   2O5E305 - 2O5E305   2019

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      Language:English   Publisher:The Japanese Society for Artificial Intelligence  

      <p>We have developed a new decision-making system that combines behavior trees and state machines into a single system. The system has both flexibility of behavior tree and strict control of state machines to give a scalability to development of a character AI. The new decision-making system, we call the AI Graph, extends the node formalism to enable sharing nodes between FSMs and Behavior Trees, provides advanced techniques for code reuse using trays which organize code reuse and behavior blackboards, and also provides many features for integrating with detailed low-level character behavior</p>

      DOI: 10.11517/pjsai.JSAI2019.0_2O5E305

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    • Visualization in Digital Games : About AI and Character

        38 ( 151 ) 図巻頭1p,158 - 163   10 2018

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    • ゲームを「作る/支配する/理解する」人工知能

      三宅 陽一郎

      ソフトウェアエンジニアリングシンポジウム2018論文集 ( 2018 ) 1 - 1   29 8 2018

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    • Consciousness in AI, Philosophy, and Physiology

      Journal of the Japanese Society for Artificial Intelligence ( 33 ) 495 - 498   1 7 2018

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      DOI: 10.11517/jjsai.33.4_495

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      Other Link: http://id.nii.ac.jp/1004/00009254/

    • 特集「意識とメタ過程」にあたって

      鈴木 麗璽, 三宅 陽一郎

      人工知能 ( 33 ) 449 - 449   1 7 2018

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      Language:Japanese   Publisher:一般社団法人 人工知能学会  

      DOI: 10.11517/jjsai.33.4_449

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    • Visualization in Digital Games:― About AI and Character ―

      MIYAKE Youichiro

      Journal of the Visualization Society of Japan38 ( 151 ) 28 - 33   2018

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      Language:Japanese   Publisher:The Visualization Society of Japan  

      <p>A size and complexity of digital games increase recently. Even for game developers, they cannot understand a whole image of a game which they are developing. But AI can support game developers by collecting data and analyze them to abstract important features and visualize them to them. In this article, by using FINAL FANTASY XV cases, it is showed how AI can support game developers by visualization of game data.</p>

      DOI: 10.3154/jvs.38.151_28

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    • Viewing Singularity from Various Perspectives:A Proposal for the Social Structure Model Integrating Technology, Industry and Government.

      OSAWA Masahiko, SAITO Kazunori, MIYAKE Yoichiro, IMAI Michita

      Proceedings of the Annual Conference of JSAI2018   1F3OS5b02 - 1F3OS5b02   2018

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      <p>Discussions on singularity seem to be ambiguous or often done from a single point of view like position talk. To consider singularity objectively and comprehensively, it is necessary to deepen the discussion from a variety of viewpoints. The authors held an event "Viewing Singularity from Various Perspectives" on January 13, 2018. In this paper, based on the discussion at the event, we focus on three perspectives of technology, industry, government, and propose a social structure model. The proposed social structure model maps the concept groups handled mainly by technology, industry, and government in a biaxial manner and gives hierarchical relationships between the concepts. The positions of the consepts on the biaxial plane are expected to change with four operations; Decomposition of concepts, individual development and reinterpretation, spreading, and integration. By interpreting the changes in concepts' positions as social changes, we are investigating the possibility of contributing to grasping the rapidly changing society. Furthermore, we consider two hypotheses with respect to the proposed model based on the assumption that the concepts are to develop exponentially.One is that the concept we deal with will create diversity from general to professional in the future.Another being that, the concept we deal with directly shifts from local to global.</p>

      DOI: 10.11517/pjsai.JSAI2018.0_1F3OS5b02

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    • Special issue on AI and VR

      Koike Takafumi, Kanou Yutaka, Miyake Youichiro

      Transactions of the Virtual Reality Society of Japan23 ( 4 ) 229 - 229   2018

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      Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

      DOI: 10.18974/tvrsj.23.4_229

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    • AIがゲームの世界にもたらしたもの (特集 AIと児童文学)

      三宅 陽一郎

      日本児童文学64 ( 1 ) 58 - 63   1 2018

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      Language:Japanese   Publisher:日本児童文学者協会 ; 1955-  

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    • Artificial Intelligence, Simulation and Interaction in Digital Games

        36 ( 4 ) 218 - 226   12 2017

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    • A Character Decision Making System for FINAL FANTASY XV by Combin ing Behavior Trees and State Machines” Peer-reviewed International journal

      Miyake, Y. Y., Shirakami, Y., Kazuya, S., Namiki, K., Komatsu, T., Joudan, T., Prasert, P., Yokoyama, T.“A Character Decision

      GAME AI PRO 3, Chapter 11, CRC   5 2017

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    • VRとゲームと人工知能 (特集 ゲームとVR)

      三宅 陽一郎

      日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan22 ( 1 ) 23 - 29   3 2017

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      Language:Japanese   Publisher:日本バーチャルリアリティ学会  

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    • 理論を包むビジョン : 科学、工学、哲学、そして人工知能 (総特集 知のトップランナー50人の美しいセオリー)

      三宅 陽一郎

      現代思想45 ( 5 ) 130 - 135   3 2017

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      Language:Japanese   Publisher:青土社  

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    • 魔法少女のアニメーションの物語構造の進化 : ロボットアニメと比較した魔法少女アニメの物語構造分析

      三宅 陽一郎

      コンテンツ文化史研究 ( 10 ) 77 - 100   3 2017

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      Authorship:Lead author, Last author, Corresponding author   Language:Japanese   Publisher:コンテンツ文化史学会  

      File: YMiyake_魔法少女_2017_CC.pdf

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    • 大規模ゲームにおける人工知能 ─ファイナルファンタジーⅩⅤの実例をもとに─

      三宅 陽一郎, 今村 紀之, Ingimar Gudmundsson, 小松 智希, 下川 和也, 上段 達弘, 白神 陽嗣, 高橋 光佑, 並木 幸介, Fabien Gravot, Prasertvithyakarn Prasert, Hendrik Skubch, Matthew Johnson, 南野 真太郎, 横山 貴規

      人工知能32 ( 2 ) 197 - 213   1 3 2017

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      Language:Japanese   Publisher:一般社団法人 人工知能学会  

      DOI: 10.11517/jjsai.32.2_197

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      Other Link: http://id.nii.ac.jp/1004/00008567/

    • 他者とは何か : 人工知能から見た視点 (特集 他者の理解)

      三宅 陽一郎

      Atプラス : 思想と活動 ( 31 ) 73 - 85   2 2017

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      Language:Japanese   Publisher:太田出版  

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    • ソーシャルゲームと人工知能 : 単一のゲームからそれぞれのユーザーに向けて生成されるゲームへ (特集 ソーシャルゲームの現在 : 『Pokemon GO』のその先)

      三宅 陽一郎

      ユリイカ49 ( 3 ) 184 - 194   2 2017

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    • Predictive Animation Control Using Simulations and Fitted Models Peer-reviewed

      Guðmundsson, I, Skubch, H, Gravot, F, Miyake, Y

      GAME AI PRO 3, Chapter 16, CRC PRESS,3   2017

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    • Logging Visualization in FINAL FANTASY XV Peer-reviewed

      Johnson, M, Gravot, F, Minamino, S, Guðmundsson, I, Skubch, H, Miyake, Y

      GAME AI PRO 3, Chapter 3, CRC PRESS3   2017

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    • Current Status of Applying Artificial Intelligence in Digital Games Invited Peer-reviewed

      Youichiro Miyake

      Handbook of Digital Games and Entertainment Technologies   253 - 292   2017

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      Authorship:Lead author, Last author, Corresponding author   Publishing type:Part of collection (book)   Publisher:Springer Singapore  

      DOI: 10.1007/978-981-4560-50-4_70

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    • Balancing digital game by using player agents generated by Genetic Algorithm

      MANABE Kazuko, MIYAKE Yoichiro

      JSAI Technical Report, Type 2 SIG2017 ( 30 ) 1 - 1   2017

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      <p>The research theme of this project is cost reduction of Quarity Assurance(QA) for digital game. Focusing on QA dealing with ensuring game balance. In this research, we create player agents for the game by Genetic Algorithm and systems to support QA's work using statistics of agents' data. Agents behave like real players in eyes of developers of the game. Agents' data can provide us statistics regarding strength of various items.</p>

      DOI: 10.11517/jsaisigtwo.2017.SAI-030_01

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    • 人工知能の足場を支える 「知能とは何か」を問う哲学 (特集 考える人間、極める機械 人工知能社会の哲学) -- (哲学で人工知能を考える)

      三宅 陽一郎

      人間会議35   48 - 53   2016

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      Language:Japanese   Publisher:事業構想大学院大学出版部 ; [2001]-  

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    • ゲーム、人工知能、環世界 : 考える存在から経験の総体へ、AIのための現象学的転回 (特集 人工知能 : ポスト・シンギュラリティ)

      三宅 陽一郎

      現代思想43 ( 18 ) 130 - 151   12 2015

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    • A Multilayered Model for Artificial Intelligence of Game Characters as Agent Architecture Peer-reviewed

      Youichiro Miyake

          9 2015

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    • Current Status of Applying Artificial Intelligence For Digital Games

      MIYAKE Youichiro, Youichiro Miyake

      Journal of the Japanese Society for Artificial Intelligence30 ( 1 ) 45 - 64   1 1 2015

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      DOI: 10.11517/jjsai.30.1_45

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      Other Link: http://id.nii.ac.jp/1004/00000517/

    • 3-1 Interactive Contents Engine; AI Engine in Digital Game

      Miyake Youichiro

      The Journal of The Institute of Image Information and Television Engineers68 ( 2 ) 125 - 130   2014

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      Language:Japanese   Publisher:The Institute of Image Information and Television Engineers  

      DOI: 10.3169/itej.68.125

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    • Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Peer-reviewed

      Gravot, F, Yokoyama, T, Miyake, Y

          269 - 283   2013

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    • スクウェア・エニックスにおけるアニメーション・AI 研究開発事例紹介 2

      向井 智彦, 川地 克明, 三宅 陽一郎

      画像電子学会年次大会予稿集41   72 - 72   2013

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      Language:Japanese   Publisher:一般社団法人 画像電子学会  

      DOI: 10.11371/aiieej.41.0_72

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    • スクウェア・エニックスにおけるアニメーション・AI 研究開発事例紹介 1

      向井 智彦, 川地 克明, 三宅 陽一郎

      画像電子学会年次大会予稿集41   71 - 71   2013

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      Language:Japanese   Publisher:一般社団法人 画像電子学会  

      DOI: 10.11371/aiieej.41.0_71

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    • Recent Research Topics Summaries for Next-generation Digital Game AI

        2012 ( 6 ) 108 - 113   9 11 2012

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    • Time for AI on digital games

        52 ( 6 ) 625 - 627   6 2011

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    • The history of technology in doujin and indie game development: reconstruction of the history from interviews with doujin and indies game developers Peer-reviewed

      Journal of digital games research5 ( 1 ) 57 - 64   2011

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    • How to Use AI and Procedural Technologies to Develop Online Digital Games

      MIYAKE Youichiro

        22 ( 6 ) 745 - 756   15 12 2010

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    • IGDA日本代替現実ゲーム部会 第一回研究会「ARG入門:体験型エンタテインメントの現在と未来」参加記--新しいコンテンツの展開の形 ARG(Alternate Reality Game)

      三宅 陽一郎

      コンテンツ文化史研究 ( 3 ) 87 - 94   4 2010

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    • How to Use AI and Procedural Technologies to Develop Online Digital GamesT

      MIYAKE Youichiro

      Journal of Japan Society for Fuzzy Theory and Intelligent Informatics22 ( 6 ) 745 - 756   2010

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      Language:Japanese   Publisher:Japan Society for Fuzzy Theory and Intelligent Informatics  

      DOI: 10.3156/jsoft.22.6_745

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    • How to Use AI Technologies to Develop Digital Games(<Special Issue> Game AI)

      MIYAKE Youichiro, Youichiro Miyake

      Journal of the Japanese Society for Artificial Intelligence23 ( 1 ) 44 - 51   1 1 2008

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      Language:Japanese   Publisher:The Japanese Society for Artificial Intelligence  

      DOI: 10.11517/jjsai.23.1_44

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      Other Link: http://id.nii.ac.jp/1004/00006888/

    • The fractal structure in the power system and the new method of frequency detection

      MIYAKE Yoichiro

        2003 ( 67 ) 1 - 4   25 10 2003

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    • The analysis of the experiment for grasping the power system by using 1kWh/1MW module-type SMES

      MIYAKE Yoichiro, NITTA Tanzo, SATO Koichi, TAKEDA Shinji, SHIRAI Yasuyuki, ISHI Toshinori, KIMURA Hironobu, HAYASHI Hidemi

        2003 ( 47 ) 25 - 28   24 10 2003

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    • Study for Identification of Power System Characteristics by Use of SMES

      YAMASHITA Takeshi, MIYAKE Yoichiro, NITTA Tanzo, SHIRAI Yasuyuki

        2003 ( 25 ) 13 - 18   24 10 2003

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    • The fractal structure in the power system and the new method of frequency detection

      MIYAKE Yoichiro

        2003 ( 20 ) 19 - 22   30 5 2003

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      Authorship:Lead author, Last author, Corresponding author   Language:Japanese  

      File: ymiyakefractal2003-200627081610.pdf

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of ^5_∧He (11)

      Okada S., Toyoda A., Nakamura M., Nagae T., Noumi H., Hashimoto O., Fukuda T., Maruta T., Miura Y., Miyake Y., Bhang C. H., Ajimura S., Hwang J. I., Kang B. H., Kim E. H., Kim J. H., Kim M. J., Saha P., Yim H. J., Outa H., Kameoka S., Sato Y., Sekimoto M., Takahashi T., Tanida K., Tamura H.

      Meeting Abstracts of the Physical Society of Japan58   76 - 76   2003

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      Language:Japanese   Publisher:The Physical Society of Japan  

      DOI: 10.11316/jpsgaiyo.58.1.1.0_76_3

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of ^5_∧He (12)

      Maruta T., Kang B. H., Kim M., Kim E. H., Bhang H., Kim J. H., Yim H. J., Hwang J. I., Okada S., Ajimura S., Kameoka S., Nakamura M., Hashimoto O., Tamura H., Takahashi T., Miura Y., Tanida K., Fukuda T., Saha P., Miyake Y., Outa H., Toyoda A., Nagae T., Sato Y., Noumi H., Sekimoto M.

      Meeting Abstracts of the Physical Society of Japan58   76 - 76   2003

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      DOI: 10.11316/jpsgaiyo.58.1.1.0_76_4

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    • Self-referenced consciousness

      三宅 陽一郎

      人工知能学会全国大会論文集3   164 - 164   2003

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      Language:Japanese   Publisher:一般社団法人 人工知能学会  

      生物が意識を形成する過程を、自己保存と環境の変化から説明を試みる。生命が保存する対象(身体、自己、体温)を内部パラメーターとし、さらに外側の環境(気温、外敵、食糧)を外部パラメーターとする。生命の持つ意識の一面を、外部パラメーターの変化に対して、内部パラメーターの安定、維持を最適化する行動を判断するプログラムとして捉えることで、判断し、意識を持つ(如く振舞う)人工生命の模擬を試みる。

      DOI: 10.11517/pjsai.JSAI03.0.164.0

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    • lkWh/1MWモジュール型SMESによる電力系統の状態把握実験の解析

      三宅 陽一郎, 仁田 旦三, 佐藤 晃一, 竹田 晋二, 白井 康之, 石井 敏則, 木村 博伸, 林 秀美

      低温工学・超電導学会講演概要集 = Meetings of Cryogenics and Superconductivity67   253 - 253   30 10 2002

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    • On-line Grasp of Operating Conditions of Distribution System introduced the distributed generators by Use of Superconducting Magnetic Energy Storage

      SATO Koichi, SHIRAI Yasuyuki, TAKEDA Shinji, NITTA Tanzo, MIYAKE Yoichiro, UEMURA Akira, NISHIGAITO Hidetoshi

        2002 ( 142 ) 1 - 6   6 9 2002

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of ^5_AHe(7)

      Kameoka S., Fukuda T., Noumi H., Sekimoto M., Okada S, Kang B.H., Kim M., Kim H., Hwang J.I., Bhang H., Kim J.H., Hashimoto O., Ajimura S., Maruta T., Miyake Y., Nakamura M., Tanida K., Saha P.K., Tamura H., Takahashi T., Miura Y.N, Outa H., Toyoda A., Nagae T., Sato N.

      Meeting Abstracts of the Physical Society of Japan57   58 - 58   2002

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      DOI: 10.11316/jpsgaiyo.57.2.1.0_58_1

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of ^5_AHe(8)

      Okada S, Kim M.J., Kim E.H., Bhang C.H., Kim J.H., Hwang J.I., Kameoka S., Hashimoto O., Tamura H., Takahashi T., Miura Y., Outa H, Ajiura S., Maruta T., Miyake Y., Nakamura M., Tanida K., Saha P., Toyoda A, Nagae T, Sato Y, Fukuda T, Noumi H, Sekimoto M, Kang B.H.

      Meeting Abstracts of the Physical Society of Japan57   58 - 58   2002

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      DOI: 10.11316/jpsgaiyo.57.2.1.0_58_2

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of 5AHe(9)

      Maruta T., Kang B.H., Kim M., Kim E.H., Bhang H., Kim J.H., Hwang J.I., Okada S., Ajimura S., Kameoka S., Hashimoto O., Nakamura M., Tamura H., Takahashi T., Miura Y., Tanida K., Fukuda T., Saha P., Miyake Y., Outa H., Toyoda A., Nagae T., Sato Y., Noumi H., Sekimoto M.

      Meeting Abstracts of the Physical Society of Japan57   58 - 58   2002

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      DOI: 10.11316/jpsgaiyo.57.2.1.0_58_3

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    • On-line tuning controller by use of SMES for Power System

      UEMURA Akira, MIYAKE Yoichiro, NITTA Tanzo, SHIRAI Yasuyuki, TAKEDA Shinji

        2001 ( 128 ) 55 - 58   5 10 2001

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    • On-line grasp of load system conditions with distributed generators by use of SMES

      TAKEDA Shinji, SHIRAI Yasuyuki, SATOU Kouichi, NITTA Tanzo, MIYAKE Yoichiro, UEMURA Akira, NISHIGAITO Hidetoshi

        2001 ( 128 ) 59 - 64   5 10 2001

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    • Exclusive Measurement of tile Non-Mesonic Weak Decay of ^5_ΛHe(1)

      Kameoka S., Sekimoto M., Saha P., Kang B. H., Kim M., Bhang H., Kim J. H., Okada S., Miyake Y., Ajimura S., Tanida K., Hashimoto O., Nakamura M., Tamura H., Takahashi T., Miura Y., Outa H., Nagae T., Fukuda T., Noumi H.

      Meeting Abstracts of the Physical Society of Japan56   30 - 30   2001

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      Language:Japanese   Publisher:The Physical Society of Japan  

      DOI: 10.11316/jpsgaiyo.56.1.1.0_30_2

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    • Exclusive Measurement of the Non-Mesonic Weak Decay of ^5_ΛHe(3)

      Miyake Y., KEK-PS E collaborators

      Meeting Abstracts of the Physical Society of Japan56   30 - 30   2001

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      Language:Japanese   Publisher:The Physical Society of Japan  

      DOI: 10.11316/jpsgaiyo.56.1.1.0_30_4

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    • Performance Test of the Detector System for the pn → pΛ Experiment

      Minami S., Shimizu Y., Sakai H., Sumihama M., Wakae K., Yokoyama D., Noro T., Noumi H., Ogaito T., Tamura K., Ajimura S., Kanie T., Kohri H., Kishimoto T., Matsuoka K., Miyake Y. S., Nagao T., Sakaguchi A.

      Meeting Abstracts of the Physical Society of Japan55   52 - 52   2000

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      Language:Japanese   Publisher:The Physical Society of Japan  

      DOI: 10.11316/jpsgaiyo.55.2.1.0_52_1

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    • ^<13>C Active Target for Hypernuclear Experiment

      Miyake Y. S., Nakano J., Noumi H., Rusek A., Saji E., Sakaguchi A., Shimizu Y., Sumihama M., Tamagawa T., Ajimura S., Chrien R. E., Kishimoto T., Kohri H., Matsuoka K., May M., Minami S., Mori T.

      Meeting Abstracts of the Physical Society of Japan55   43 - 43   2000

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      Language:Japanese   Publisher:The Physical Society of Japan  

      DOI: 10.11316/jpsgaiyo.55.2.1.0_43_3

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    Books and Other Publications

    • 戦略ゲームAI解体新書 : ストラテジー&シミュレーションゲームから学ぶ最先端アルゴリズム

      三宅, 陽一郎

      翔泳社  10 2021  ( ISBN:9784798154411

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      Total pages:x, 293p   Language:Japanese

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    • 人工知能が「生命」になるとき

      三宅, 陽一郎

      PLANETS/第二次惑星開発委員会  12 2020  ( ISBN:9784905325161

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      Total pages:304p   Language:Japanese

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    • Next wisdom constellations 2014-2018 : 叡智探究の軌跡

      Next Wisdom Foundation

      Next wisdom publication  11 2020  ( ISBN:9784991092503

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      Total pages:1023p   Language:Japanese

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    • キャラクタアニメーションの数理とシステム : 3次元ゲームにおける身体運動生成と人工知能

      向井, 智彦, 川地, 克明, 三宅, 陽一郎

      コロナ社  8 2020  ( ISBN:9784339029093

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      Total pages:viii, 228p   Language:Japanese

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    • 響きあう社会、他者、自己

      三宅, 陽一郎, 大山, 匠

      ビー・エヌ・エヌ新社  7 2020  ( ISBN:9784802511858

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      Total pages:451p   Language:Japanese

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    • ゲームAI技術入門 : 広大な人工知能の世界を体系的に学ぶ

      三宅, 陽一郎

      技術評論社  10 2019  ( ISBN:9784297108281

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      Total pages:xx, 363p   Language:Japanese

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    • 僕らのAI論 : 9名の識者が語る人工知能と「こころ」

      森川, 幸人, 松原, 仁, 一倉, 宏, 伊藤, 毅志, 鳥海, 不二夫, 三宅, 陽一郎, 糸井, 重里, 近藤, 那央, 山登, 敬之, 中野, 信子(脳科学者)

      SBクリエイティブ  6 2019  ( ISBN:9784815602994

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      Total pages:220p   Language:Japanese

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    • ゲーム学の新時代 : 遊戯の原理AIの野生拡張するリアリティ

      中沢, 新一, 中川, 大地, 遠藤, 雅伸, 井上, 明人, 松永, 伸司, 小林, 信重, 細井, 浩一, 川口, 洋司, Joseph, Redon, ルドン, 絢子, 徳岡, 正肇, 田中, 治久, 水野, 勇太, 福地, 健太郎, 三宅, 陽一郎, 犬飼, 博士, 吉見, 紫彩

      NTT出版  3 2019  ( ISBN:9784757103856

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      Total pages:295p   Language:Japanese

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    • ベルクソン『物質と記憶』を再起動する : 拡張ベルクソン主義の諸展望

      平井, 靖史, 藤田, 尚志, 安孫子, 信, Worms, Frédéric, Miquel, Paul-Antoine, 村上, 靖彦, 増田, 靖彦, 谷, 淳, 三宅, 陽一郎, 三宅, 岳史, Dainton, Barry, 伊佐敷, 隆弘, Brown, Steven D., Dr, 杉村, 靖彦, 伊東, 俊彦, Lefebvre, Anne, 平光, 哲朗, 永野, 拓也, 谷口, 薫

      書肆心水  12 2018  ( ISBN:9784906917860

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      Total pages:415p   Language:Japanese

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    • 図解眠れなくなるほど面白いAI (人工知能) とテクノロジーの話

      三宅, 陽一郎

      日本文芸社  12 2018  ( ISBN:9784537216370

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      Total pages:127p   Language:Japanese

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    • 最強囲碁AIアルファ碁解体新書 : アルファ碁ゼロ対応 : 深層学習、モンテカルロ木探索、強化学習から見たその仕組み

      大槻, 知史, 三宅, 陽一郎

      翔泳社  7 2018  ( ISBN:9784798157771

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      Total pages:323p   Language:Japanese

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    • ゲーム情報学概論 : ゲームを切り拓く人工知能

      伊藤, 毅志, 保木, 邦仁, 三宅, 陽一郎

      コロナ社  5 2018  ( ISBN:9784339028850

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      Total pages:viii, 223p   Language:Japanese

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    • 人工知能のための哲学塾 東洋哲学篇

      三宅陽一郎

      ビー・エヌ・エヌ新社  20 4 2018  ( ISBN:4802510802

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      Total pages:384   Language:Japanese

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    • 高校生のためのゲームで考える人工知能

      三宅, 陽一郎, 山本, 貴光

      筑摩書房  3 2018  ( ISBN:9784480689986

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      Total pages:264p   Language:Japanese

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    • なぜ人工知能は人と会話ができるのか

      三宅, 陽一郎

      マイナビ出版  8 2017  ( ISBN:9784839963705

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      Total pages:215p   Language:Japanese

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    • 最強囲碁AIアルファ碁解体新書 : 深層学習、モンテカルロ木探索、強化学習から見たその仕組み

      大槻, 知史, 三宅, 陽一郎

      翔泳社  7 2017  ( ISBN:9784798152561

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      Total pages:271p   Language:Japanese

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    • マンガでわかる人工知能

      三宅, 陽一郎, 備前, 安規

      池田書店  2017  ( ISBN:9784262155616

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      Total pages:207p   Language:Japanese

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    • 人工知能の作り方 : 「おもしろい」ゲームAIはいかにして動くのか

      三宅, 陽一郎

      技術評論社  1 2017  ( ISBN:9784774186276

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      Total pages:351p   Language:Japanese

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    • 絵でわかる人工知能 : 明日使いたくなるキーワード68

      三宅, 陽一郎, 森川, 幸人

      SBクリエイティブ  9 2016  ( ISBN:9784797370263

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      Total pages:207p   Language:Japanese

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    • 人工知能のための哲学塾

      三宅, 陽一郎

      ビー・エヌ・エヌ新社  8 2016  ( ISBN:9784802510172

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      Total pages:317p   Language:Japanese

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    • 特集人工知能 : ポスト・シンギュラリティ

      磯崎, 新, 藤原, 辰史, Yang, Manuel, 立岩, 真也, 新井, 紀子, 小島, 寛之, 茂木, 健一郎, 石黒, 浩, 竹内, 薫, 田中, 一之, Chen, Dominick, 西垣, 通, 久保, 明教, 池上, 高志, 大黒, 岳彦, 山本, 貴光, 三宅, 陽一郎, 西川, アサキ, 上浦, 基, 深田, 晃司, 小谷, 真理, 小澤, 京子, 桐谷, 慧

      青土社  12 2015 

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      Total pages:230p   Language:Japanese

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    • C++のためのAPIデザイン

      Reddy, Martin, Hodgson, Masumi, 三宅, 陽一郎

      ソフトバンククリエイティブ  11 2012  ( ISBN:9784797369151

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      Total pages:xxvi, 516p   Language:Japanese

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    • ゲームプログラマのためのC++

      Dickheiser, Mike, 三宅, 陽一郎, 田中, 幸, ホジソン, ますみ, 松浦, 悦子

      ソフトバンククリエイティブ  1 2012  ( ISBN:9784797366761

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      Total pages:xxiv, 478p   Language:Japanese

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    • デジタルゲームの技術 開発キーパーソンが語るゲーム産業の未来

      松井 悠

      SBクリエイティブ  1 7 2011  ( ISBN:4797363231

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      Total pages:336   Language:Japanese

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    • デジタルゲームの教科書 知っておくべきゲーム業界最新トレンド

      デジタルゲームの教科書制作委員会

      ソフトバンククリエイティブ  15 5 2010  ( ISBN:4797358823

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      Total pages:536   Language:Japanese

      CiNii Books

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    Presentations

    • Two Lectures for Retrospective Technologies in Game Industry – TAITO and SQUARE ENIX Invited

      Miyake, Y, Sambe, Y

      SIGGRAPH ASIA 2021  12 2021 

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      Event date: 12 2021 - 12 2021

      Presentation type:Oral presentation (invited, special)  

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    • Empathic Entertainment in Digital Game Invited

      Youichiro Miyake

      AIES Workshop 2021  11 2021 

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      Event date: 11 2021 - 11 2021

      Presentation type:Oral presentation (keynote)  

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    • Virtual Autonomous Character Agents in Digital Games Invited

      Youichiro Miyake

      21st ACM International Conference on Intelligent Virtual Agents  9 2021 

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      Event date: 9 2021 - 9 2021

      Presentation type:Oral presentation (keynote)  

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    • The History of Game AI in Japan Invited

      Replaying Japan, 2021  8 2021 

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      Event date: 8 2021 - 8 2021

      Presentation type:Oral presentation (keynote)  

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    • Extracting AI technologies of past digital games by using MCS AI dynamic model

      Youichiro Miyake

      Replaying Japan 2021  2021 

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      Event date: 2021 - 2021

      Presentation type:Oral presentation (general)  

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    • AI Technologies In Game Industries

      Youichiro Miyake

      IEEE Conference On Games  2020 

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      Event date: 2020 - 2020

      Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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    • Digital Games and Artificial Intelligence Invited

      Youichiro Miyake

      Digital Taipei, 2020  2020 

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      Event date: 2020 - 2020

      Presentation type:Oral presentation (keynote)  

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    • Researching AI technologies in 80's Japanese G ame Industry

      Youichiro Miyake

      Replaying Japan 2019  2019 

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      Event date: 2019 - 2019

      Presentation type:Oral presentation (general)  

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    • EOS IS ALIVE: THE AI SYSTEMS OF'FINAL FANTASY XV

      Youichiro Miyake

      Game Developers Conference  2018 

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      Event date: 2018 - 2018

      Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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    • R&D in the Video Game Industry Invited

      Remi, D, Miyake, Y

      The 16th International Conference on Entertainment Computing 2017 (ICEC)  2017 

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      Event date: 2017 - 2017

      Presentation type:Oral presentation (keynote)  

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    • How to build a fantasy world based on reality: a case study of Final Fantasy XV: part II

      Hasegawa, I, Hasegawa,T, Kurosaka, K, Kishi, A, Iwasawa, A, Miyake, Y

      SIGGRAPH Asia 2017  2017 

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      Event date: 2017 - 2017

      Presentation type:Oral presentation (general)  

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    • Square Enix AI academy: AI workshop for blackboard architecture Invited

      Youichiro Miyake

      SIGGRAPH ASIA 2016  2016 

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      Event date: 2016 - 2016

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    • Final fantasy XV: pulse and traction of characters

      Imamura, N, Miyake, Y

      ACM SIGGRAPH  2016 

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      Event date: 2016 - 2016

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    • Square Enix AI academy: AI workshop for blackboard architecture Invited

      Youichiro Miyake

      SIGGRAPH Asia  2015 

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      Event date: 2015

      Presentation type:Oral presentation (invited, special)  

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    • Square Enix AI academy: a seminar series for the introduction of digital game AI Invited

      Youichiro Miyake

      SIGGRAPH Asia  2015 

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      Event date: 2015

      Presentation type:Symposium, workshop panel (nominated)  

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    • The Future of AI, Game, and Computer Graphics Invited

      Youichiro Miyake

      GAMEON ASIA 2012 THE 4TH ANNUAL ASIAN SIMULATION AND AI IN COMPUTER GAMES INTERNATIONAL CONFERENCE  2012 

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      Event date: 2012

      Presentation type:Oral presentation (keynote)  

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    • Game design pattern language

      Youichiro Miyake

      2nd Asian Conference on Pattern Languages of Programs  6 10 2011 

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      Event date: 5 10 2011 - 8 10 2011

      Presentation type:Oral presentation (general)  

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    Teaching Experience

    • 3 2020 - Present 
      Artificial Intelligence ( Graduate School of Artificial Intelligence and Science, Rikkyo University )

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    Professional Memberships

    • 4 2021 - Present 
      Information Processing Society of Japan

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    • 6 2006 - Present 
      DiGRA JAPAN

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    • 3 2003 - Present 
      Japanese Society of Artificial Intelligence

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    Works

    • FINAL FANTASY VII REMAKE Software

      SQUARE ENIX

      2021
      -
      Present

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      Work type:Software  

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    • KINGDOM HEARTS III Software

      SQUARE ENIX

      2019
      -
      Present

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      Work type:Software  

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    • KINGDOM HEARTS HD II.8: Final Chapter Prologue Software

      SQUARE ENIX

      2017
      -
      Present

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      Work type:Software  

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    • FINAL FANTASY XV Software

      SQUARE ENIX

      2016
      -
      Present

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      Work type:Software  

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    • FINAL FANTASY XIV Software

      SQUARE ENIX

      2012
      -
      Present

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      Work type:Software  

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    • Chome Hounds Software

      From Software

      2006
      -
      Present

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      Work type:Software  

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    • ナイトクルージング(映画出演) Artistic work

      2019

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      Work type:Artistic work  

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    Research Projects

    • A Comprehensive Study of Bergson's Matter and Memory

      Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B) 

      Yasushi Hirai, MIYAKE Takeshi, ISASHIKI Takahiro, GUNJI Yukio, KANEMOTO Kosuke, OHTA Hiroyuki, MURAYAMA Tatsuya, NAGANO Takuya, MASUDA Yasushiko, MURAKAMI Yasushiko, TANI Jun, MURAMATSU Masataka, MIYAKE Yoichiro, ITO Toshihiko, TANIGUCHI Kaoru, MIYAHARA Katsunori, SHIMIZU Shogo, ISHIWATARI Takahumi, OTSUKA Jun, NAGASAKA Masami, OKAJIMA Ryusuke, KIYOZUKA Akio, KIYAMA Hiroto, YAMANE Shusuke, YONEDA Tsubasa, AMANO Emiri, HARA Ken-ichi, TAMURA Yasutaka, SAITO Shunta, MOCHIJI Hideki, YAMAUCHI Shota

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      4 2015 - 3 2018

      Grant number:15H03154

      Grant amount:\15730000 ( Direct Cost: \12100000 、 Indirect Cost:\3630000 )

      The core idea of Bergson's major work “Matter and Memory”, approaching the philosophical problems of mind from a perspective of time, has long remained obscure and enigmatic. Thanks to the recent development in the sciences of consciousness as well as in the analytic metaphysics, its theoretical potentialities and advantages were ready to be revealed in many productive aspects. By setting a clear focus onto the relation of consciousness and time, which is peculiar to “Matter and Memory”, our multidisciplinary research network, including not only philosophers, but also neuroscientists, pathologists, researchers of artificial intelligence, aesthetics, psychology, ethics, etc., have achieved remarkable results as efficiently as possible. The two first international symposia have already published as two proceedings and the third will also be published in 2018.

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    Industrial property rights

    • プログラム、情報処理装置及び方法

      三宅 陽一郎, 坂田 新平

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2020-059725  Date applied:30 3 2020

      Announcement no:特開2021-154050  Date announced:7 10 2021

      J-GLOBAL

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    • ビデオゲーム処理プログラム、ビデオゲーム処理装置、ビデオゲーム処理方法及び学習用プログラム

      三宅 陽一郎, 大谷 友和

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2019-007850  Date applied:21 1 2019

      Announcement no:特開2020-115981  Date announced:6 8 2020

      Patent/Registration no:特許第6876072号  Date registered:27 4 2021 

      J-GLOBAL

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    • ビデオゲーム処理プログラム及びビデオゲーム処理システム

      三宅 陽一郎, 長谷川 誠

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2019-161266  Date applied:4 9 2019

      Announcement no:特開2021-037147  Date announced:11 3 2021

      J-GLOBAL

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    • ビデオゲーム処理プログラム、及びビデオゲーム処理システム

      三宅 陽一郎, 長谷川 誠

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2019-161518  Date applied:4 9 2019

      Announcement no:特開2021-037167  Date announced:11 3 2021

      J-GLOBAL

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    • 情報処理装置、情報処理方法、コンピュータ読み取り可能な記憶媒体

      並木 幸介, 白神 陽嗣, 三宅 陽一郎, 横山 貴規, 小松 智希, グドムンソン, インギマー ホルム, スクビッチ, ヘンドリク, グラボット, ファビエン

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2018-508250  Date applied:17 8 2016

      Patent/Registration no:特許第6576544号  Date registered:30 8 2019 

      J-GLOBAL

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    • 情報処理装置、情報処理方法、非一時的なコンピュータ読み取り可能な記憶媒体

      三宅 陽一郎, 横山 貴規, 並木 幸介

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2017-542925  Date applied:10 3 2016

      Patent/Registration no:特許第6514352号  Date registered:19 4 2019 

      J-GLOBAL

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    • ゲームシステム、ゲームプログラム、コンピュータ装置、及びゲーム制御方法

      田部井 弘貴, 三宅 陽一郎, 山部 晃子

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      Applicant:株式会社スクウェア・エニックス

      Application no:特願2016-211877  Date applied:28 10 2016

      Announcement no:特開2018-068619  Date announced:10 5 2018

      J-GLOBAL

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    Academic Activities

    Social Contribution

    • School of AI and Philosophy

      Appearance

      IGDA JAPAN  2016 - 2020

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      Type:Lecture

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    Media Coverage

    • Game AI History Internet

      Denfami  https://news.denfaminicogamer.jp/interview/gameai_miyake  12 5 2017

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      Author:Other 

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    Other

    • Short Novels by Youichiro Miyake

      2008
      -
      2022

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      This is a collections of my short novels.
      https://note.com/miyayou/m/m0154ad915399

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