2013
- Yngvi Björnsson and Stephan Schiffel. Comparison of GDL Reasoners. In IJCAI'13 Workshop on General Intelligence in Game Playing Agents (GIGA'13), pp. 55–62, 2013.
BibTeX Download: (unavailable) - Michael M. Genesereth and Yngvi Björnsson. The International General Game Playing Competition. AI Magazine, 34(2):107–111, 2013.
BibTeX Download: [HTML] - Stefan Freyr Gudmundsson and Yngvi Björnsson. Sufficiency-Based Selection Strategy for MCTS. In IJCAI 2013, Proceedings of the 23rd International Joint Conference on Artificial Intelligence, Beijing, China, August 3-9, 2013, pp. 559–565, IJCAI/AAAI, 2013.
BibTeX Download: [pdf] (0kB ) - Stephan Schiffel and Yngvi Björnsson. Efficiency of GDL Reasoners. IEEE Transactions on Computational Intelligence and AI in Games, 2013. In press.
BibTeX Download: (unavailable) - Mandy J. W. Tak, Mark H. M. Winands, and Yngvi Björnsson. Decaying Simulation Strategies. IEEE Transactions on Computational Intelligence and AI in Games, 2013. In press.
BibTeX Download: (unavailable) - Mandy J. W. Tak, Mark H. M. Winands, and Yngvi Björnsson. Decaying Simulation Strategies. In IJCAI'13 Workshop on General Intelligence in Game Playing Agents (GIGA'13), pp. 23–30, 2013.
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2012
- Yngvi Björnsson. Learning Rules of Simplified Boardgames by Observing. In European Conference on Artificial Intelligence (ECAI'12), pp. 175–180, 2012.
BibTeX Download: [pdf] (217.7kB ) - Steinar Hugi Sigurdarson, Marjan Sirjani, Yngvi Björnsson, and Arni Hermann Reynisson. Guided Search for Deadlocks in Actor-Based Models. In FACS, pp. 242–259, Lecture Notes in Computer Science 7684, Springer, 2012.
BibTeX Download: [HTML] - Mandy J. W. Tak, Mark H. M. Winands, and Yngvi Björnsson. N-Grams and the last-good-reply policy applied in general game playing. IEEE Transactions on Computational Intelligence and AI in Games, 4(2):73–83, 2012.
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2011
- Vadim Bulitko, Yngvi Björnsson, Nathan Sturtevant, and Ramon Lawrence. Real-time Heuristic Search for Pathfinding in Video Games. In Artificial Intelligence for Computer Games, pp. 1–30, Springer, 2011.
BibTeX Download: [pdf] (3.0MB ) - Hilmar Finnsson and Yngvi Björnsson. CadiaPlayer: Search Control Techniques. KI Journal, 25(1):9–16, Springer, 2011.
BibTeX Download: [pdf] (991.5kB ) - Hilmar Finnsson and Yngvi Björnsson. Game-Tree Properties and MCTS Performance. In IJCAI'11 Workshop on General Intelligence in Game Playing Agents (GIGA'11), pp. 23–30, 2011.
BibTeX Download: [pdf] (2.9MB ) - Stefan F. Gudmundsson and Yngvi Björnsson. MCTS: Improved Action Selection Techniques for Deterministic Games. In IJCAI'11 Workshop on General Intelligence in Game Playing Agents (GIGA'11), pp. 45–52, 2011.
BibTeX Download: [pdf] (935.4kB ) - Mark H. M. Winands and Yngvi Björnsson. Alpha-Beta-based Play-outs in Monte-Carlo Tree Search. In 2011 IEEE Conference on Computational Intelligence and Games, CIG 2011, Seoul, South Korea, August 31 - September 3, 2011, pp. 110–117, IEEE, 2011.
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2010
- Vadim Bulitko, Yngvi Björnsson, and Ramon Lawrence. Case-based subgoaling in real-time heuristic search for video game pathfinding. Journal of Artificial Intelligence Research (JAIR), 39:269–300, AAAI Press, 2010.
BibTeX Download: [pdf] (1.1MB ) - Hilmar Finnsson and Yngvi Björnsson. Learning Simulation Control in General Game-Playing Agents. In The Twenty-Fourth AAAI Conference on Artificial Intelligence, pp. 954–959, AAAI Press, 2010.
BibTeX Download: [pdf] (236.1kB ) - Nathan Sturtevant, Vadim Bulitko, and Yngvi Björnsson . On Learning in Agent-Centered Search. In Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS), pp. 333–340, Toronto, Canada, 2010.
BibTeX Download: [pdf] (897.5kB ) - Mark H. M. Winands, Yngvi Björnsson, and Jahn-Takeshi Saito. Monte Carlo Tree Search in Lines of Action. IEEE Transactions on Computational Intelligence and AI in Games, 2(4):239–250, 2010.
BibTeX Download: [pdf] (311.4kB )
2009
- Yngvi Björnsson and Hilmar Finnsson. CadiaPlayer: A Simulation-Based General Game Player. IEEE Transactions on Computational Intelligence and AI in Games, 1(1):4–15, 2009.
BibTeX Download: [pdf] (746.8kB ) - Yngvi Björnsson, Vadim Bulitko, and Nathan Sturtevant. TBA*: Time-Bounded A*. In Proceedings of the Twenty-first International Joint Conference on Artificial Intelligence (IJCAI'09), July 11-17, Pasadena, CA, USA, 2009.
BibTeX Download: [pdf] (185.4kB ) - Vadim Bulitko and Yngvi Björnsson. kNN LRTA*: Simple Subgoaling for Real-Time Search. In Artificial Intelligence and Interactive Digital Entertainment (AIIDE), pp. 2–7, AAAI Press, Stanford, California, 10/14 2009.
BibTeX Download: [pdf] (442.6kB ) - Hilmar Finnsson and Yngvi Björnsson. Simulation Control in General Game Playing Agents. In IJCAI'09 Workshop on General Intelligence in Game Playing Agents, 2009.
BibTeX Download: [pdf] (237.7kB ) - Pálmi Skowronski, Yngvi Björnsson, and Mark H. M. Winands. Automated Discovery of Search-Control Features. In Proceedings of the Twelfth International Advances in Computer Games Conference (ACG'09), Pamplona, Spain, May 11-13, 2009. 182--194
BibTeX Download: [pdf] (215.2kB ) - Mark H. M. Winands and Yngvi Björnsson. Evaluation Function Based Monte-Carlo LOA. In Proceedings of the Twelfth International Advances in Computer Games Conference (ACG'09), Pamplona, Spain, May 11-13, 2009. 33--44
BibTeX Download: [pdf] (181.6kB )
2008
- Vadim Bulitko, Mitja Lustrek, Jonathan Schaeffer, Yngvi Björnsson, and Sverrir Sigmundarson. Dynamic Control in Real-Time Heuristic Search. Journal of Artificial Intelligence Research (JAIR), 32:419–452, AAAI Press, 2008.
BibTeX Download: [pdf] (1.8MB ) - Hilmar Finnsson and Yngvi Björnsson. Simulation-Based Approach to General Game Playing. In The Twenty-Third AAAI Conference on Artificial Intelligence, pp. 259–264, AAAI Press, 2008.
BibTeX Download: [pdf] (435.0kB ) - Jónheidur Isleifsdóttir and Yngvi Björnsson. GTQ: A Language and Tool for Game-Tree Analysis. In Proceedings of the Sixth International Computers and Games Conference (CG'08), Beijng, China, September , pp. 217–228, 2008.
BibTeX Download: [pdf] (508.5kB ) - Mark H. M. Winands and Yngvi Björnsson. Enhanced Realization Probability Search. New Mathematics and Natural Computation, 3(6):329–327, 2008.
BibTeX Download: [pdf] (224.1kB ) - Mark H. M. Winands, Yngvi Björnsson, and Jahn-Takeshi Saito. Monte-Carlo Tree Search Solver. In Proceedings of the Sixth International Computers and Games Conference (CG'08), Beijng, China, September , pp. 25–36, 2008.
BibTeX Download: [pdf] (198.1kB )
2007
- Yngvi Björnsson and Jónheidur Isleifsdóttir. GTQL: A Query Language for Game Trees. In Proceedings of the Computer Games Workshop, Amsterdam, The Netherlands, pp. 205–216, 2007.
BibTeX Download: (unavailable) - Vadim Bulitko, Yngvi Björnsson, Mitja Luvstrek, Jonathan Schaeffer, and Sverrir Sigmundarson. Dynamic Control in Path-Planning with Real-Time Heuristic Search. In Proceedings of the International Conference on Automated Planning and Scheduling (ICAPS'07), September 22-26, Providence, RI, USA, pp. 49–56, 2007.
BibTeX Download: [pdf] (283.4kB ) - Jonathan Schaeffer, Yngvi Björnsson Neil Burch, Akihiro Kishimoto, Martin Müller, Rob Lake, Paul Lu, and Steve Sutphen. Checkers is Solved. Science, 317(5844):1518–1522, 2007. Work named by Science Magazine as one of the 10 most important scientific achievements of 2007
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2006
- Yngvi Björnsson, Ryan Hayward, Michael Johanson, and Jack van Rijswijck. Dead Cell Analysis in Hex and the Shannon Game. In Graph Theory in Paris: Proceedings of a Conference in Memory of Claud Berge (CT'04 Paris), pp. 45–60, 2006.
BibTeX Download: [pdf] (547.6kB ) - Yngvi Björnsson, Jonathan Schaeffer, and Nathan R. Sturtevant. Partial Information Endgame Databases. In Proceedings of the Eleventh International Advances in Computer Games Conference (ACG'05), Tapei, Taiwan, September 6-8, pp. 11–22, 2006.
BibTeX Download: [pdf] (280.7kB ) - Yngvi Björnsson and Kári Halldórsson. Improved Heuristics for Optimal Path-finding on Game Maps. In Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE'06), Marina Del Ray, California, USA, June 20-23, pp. 9–14, 2006.
BibTeX Download: [pdf] (265.1kB ) - H. Jaap van den Herik, Yngvi Björnsson, and Nathan S. Netanyahu, editors. Computers and Games, Forth International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004, Revised Papers, Lecture Notes in Computer Science 3846, Springer, 2006.
BibTeX Download: (unavailable) - Sverrir Sigmundarson and Yngvi Björnsson . Value Back-Propagation vs. Backtracking in Real-Time Search.. In Proceedings of the National Conference on Artificial Intelligence (AAAI), Workshop on Learning For Search , pp. 136–141, AAAI Press, Boston, Massachusetts, USA, July 2006.
BibTeX Download: [pdf] (442.6kB )
2005
- Yngvi Björnsson, Markus Enzenberger, Robert Holte, and Jonathan Schaeffer . Fringe search: Beating A* at Pathfinding on Computer Game Maps. In Proceedings of the IEEE Symposium on Computational Intelligence in Games (CIG'05), April 4-6, Colchester, Essex, UK, pp. 125–132, 2005.
BibTeX Download: [pdf] (133.2kB ) - Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, and Jack van Rijswijck. Solving 7x7 Hex with domination, fill-in, and virtual connections. Theoretical Computer Science, 349(2):123–139, 2005.
BibTeX Download: [pdf] (754.8kB ) - Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller, Robert Lake, Paul Lu, and Steve Sutphen. Solving Checkers. In Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence (IJCAI'05), July 30-August 5, Edinburgh, Scotland, UK, pp. 292–297, 2005. Distinguished Paper Prize, IJCAI'05
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2004
- Yngvi Björnsson, Vignir Hafsteinsson, Ársæll Jóhannsson, and Einar Jónsson. Efficient Use of Reinforcement Learning in a Computer Game. In Computer Games: Artificial Intellignece, Design and Education (CGAIDE'04), pp. 379–383, 2004.
BibTeX Download: [pdf] (464.5kB )
2003
- Darse Billings and Yngvi Björnsson. Search and Knowledge in Lines of Action. In Proceedings of the Tenth International Advances in Computer Games Conference (ACG'03), Graz, Austria, November 24-27, pp. 231–248, 2003.
BibTeX Download: (unavailable) - Yngvi Björnsson and T. Anthony Marsland. Learning extension parameters in game-tree search. Information Sciences, 154(3-4):95–118, 2003.
BibTeX Download: (unavailable) - Yngvi Björnsson, Markus Enzenberger, Robert Holte, Jonathan Schaeffer, and Peter Yap. Comparison of Different Grid Abstractions for Pathfinding on Maps. In Proceedings of the Eighteenth International Joint Conference on Artificial Intelligence (IJCAI'03), August 9-15, Acapulco, Mexico , pp. 1511–1512, 2003.
BibTeX Download: [pdf] (43.7kB ) - Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, and Jack van Rijswijck. Solving 7x7 Hex: Virtual Connections and Game-State Reduction. In Proceedings of the Tenth International Advances in Computer Games Conference (ACG'03), Graz, Austria, November 24-27, pp. 261–278, 2003.
BibTeX Download: [pdf] (369.2kB ) - Jonathan Schaeffer, Martin Müller, and Yngvi Björnsson, editors. Computers and Games, Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers, Lecture Notes in Computer Science 2883, Springer, 2003.
BibTeX Download: (unavailable) - Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Robert Lake, Paul Lu, and Steve Sutphen. Building the Checkers 10-piece Endgame Databases. In Proceedings of the Tenth International Advances in Computer Games Conference (ACG'03), Graz, Austria, November 24-27, pp. 193–210, 2003.
BibTeX Download: [pdf] (252.5kB )
2002
- Yngvi Björnsson and T. Anthony Marsland. Learning Control of Search Extensions. In Proceedings of the Sixth Joint Conference on Information Sciences (JCIS'02), Research Triangle Park, North Carolina, USA, March 8-13, pp. 446–449, 2002.
BibTeX Download: [pdf] (67.6kB )
2001
- Yngvi Björnsson and T. A. Marsland. Learning Search Control in Adversary Games. In Proceedings of the Ninth International Advances in Computer Games Conference (ACG'99), Paderborn, Germany, June 16-18, pp. 157–174, 2001.
BibTeX Download: [pdf] (164.2kB ) - Yngvi Björnsson and T. Anthony Marsland. Multi-cut alpha-beta-pruning in game-tree search. Theoretical Computer Science, 252(1-2):177–196, 2001.
BibTeX Download: [pdf] (193.8kB ) - T. A. Marsland and Yngvi Björnsson. Variable-Depth Search. In Proceedings of the Ninth International Advances in Computer Games Conference (ACG'99), Paderborn, Germany, June 16-18, pp. 9–24, 2001.
BibTeX Download: [pdf] (108.5kB )
2000
- Yngvi Björnsson and Tony Marsland. Selective Depth-First Search Methods. In Games in AI Research, University of Maastricht and Shizuoka University, 2000.
BibTeX Download: (unavailable) - Yngvi Björnsson and T. Anthony Marsland. Risk Management in Game-Tree Pruning. Information Sciences, 122(1):23–41, 2000.
BibTeX Download: [pdf] (166.2kB )
1998
- Yngvi Björnsson and T. Anthony Marsland. Multi-cut Pruning in Alpha-Beta Search. In Proceedings of the First International Computers and Games Conference (CG'98), Tsukuba, Japan, November , pp. 15–24, 1998.
BibTeX Download: (unavailable)
1997
- Yngvi Björnsson, Tony Marsland, Jonathan Schaeffer, and Andreas Junghanns. Searching with Uncertainty Cut-Offs in Game-Tree Pruning. International Computer Chess Association Journal, 20(1):29–37, 1997.
BibTeX Download: [pdf] (377.7kB ) - Andreas Junghanns, Jonathan Schaeffer, Mark Brockington, Yngvi Björnsson, and Tony Marsland. Diminishing Returns for Additional Search in Chess. In Proceedings of the Eight International Advances in Computer Chess Conference (ACC'96), Maastricht, The Netherlands, June 27-28, 1997.
BibTeX Download: [pdf] (383.7kB ) - T. Anthony Marsland and Yngvi Björnsson. From MiniMax to Manhattan. In Deep Blue Versus Kasparov: The Significance for Artificial Intelligence. AAAI Workshop, pp. 31–36, 1997.
BibTeX Download: [pdf] (285.8kB )
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