Checkers is solved J Schaeffer, N Burch, Y Bjornsson, A Kishimoto, M Muller, R Lake, P Lu, ... science 317 (5844), 1518-1522, 2007 | 667 | 2007 |
Simulation-based approach to general game playing. H Finnsson, Y Björnsson Aaai 8, 259-264, 2008 | 376 | 2008 |
CadiaPlayer: A Simulation-Based General Game Player. Y Bjornsson, H Finnsson Computational Intelligence and AI in Games, IEEE Transactions on 1 (1), 4-15, 2009 | 208 | 2009 |
Monte-Carlo tree search solver MHM Winands, Y Björnsson, JT Saito Computers and Games: 6th International Conference, CG 2008, Beijing, China …, 2008 | 132 | 2008 |
Improved heuristics for optimal pathfinding on game maps Y Björnsson, K Halldórsson Proceedings of the AAAI Conference on Artificial Intelligence and …, 2006 | 109 | 2006 |
Fringe Search: Beating A* at Pathfinding on Game Maps. Y Björnsson, M Enzenberger, RC Holte, J Schaeffer CIG 5, 125-132, 2005 | 108 | 2005 |
Learning simulation control in general game-playing agents H Finnsson, Y Björnsson Proceedings of the AAAI Conference on Artificial Intelligence 24 (1), 954-959, 2010 | 106 | 2010 |
Monte Carlo tree search in lines of action MHM Winands, Y Bjornsson, JT Saito IEEE Transactions on Computational Intelligence and AI in Games 2 (4), 239-250, 2010 | 89 | 2010 |
Solving checkers J Schaeffer, Y Björnsson, N Burch, A Kishimoto, R Lake, P Lu, S Sutphen Proceedings of the 19th international joint conference on Artificial …, 2005 | 89 | 2005 |
The international general game playing competition M Genesereth, Y Björnsson AI Magazine 34 (2), 107-107, 2013 | 84 | 2013 |
TBA*: Time-Bounded A*. Y Björnsson, V Bulitko, NR Sturtevant IJCAI, 431-436, 2009 | 77 | 2009 |
Evaluation function based monte-carlo LOA MHM Winands, Y Björnsson Advances in Computer Games, 33-44, 2009 | 76 | 2009 |
N-grams and the last-good-reply policy applied in general game playing MJW Tak, MHM Winands, Y Bjornsson IEEE Transactions on Computational Intelligence and AI in Games 4 (2), 73-83, 2012 | 72 | 2012 |
Case-based subgoaling in real-time heuristic search for video game pathfinding V Bulitko, Y Björnsson, R Lawrence Journal of Artificial Intelligence Research 39, 269-300, 2010 | 61 | 2010 |
Dynamic control in real-time heuristic search V Bulitko, M Lustrek, J Schaeffer, Y Bjornsson, S Sigmundarson Journal of Artificial Intelligence Research 32, 419-452, 2008 | 59 | 2008 |
Building the checkers 10-piece endgame databases J Schaeffer, Y Björnsson, N Burch, R Lake, P Lu, S Sutphen Advances in Computer Games: Many Games, Many Challenges, 193-210, 2004 | 58 | 2004 |
Real-time heuristic search for pathfinding in video games V Bulitko, Y Björnsson, NR Sturtevant, R Lawrence Artificial Intelligence for Computer Games, 1-30, 2011 | 54 | 2011 |
Multi-cut αβ-pruning in game-tree search Y Björnsson, TA Marsland Theoretical Computer Science 252 (1-2), 177-196, 2001 | 47 | 2001 |
Comparison of different grid abstractions for pathfinding on maps Y Björnsson, M Enzenberger, R Holte, J Schaeffer, P Yap IJCAI, 1511-1512, 2003 | 46 | 2003 |
Game-tree properties and MCTS performance H Finnsson, Y Björnsson IJCAI 11, 23-30, 2011 | 43 | 2011 |