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Yngvi Björnsson: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. T. Anthony Marsland, Yngvi Björnsson
    From MiniMax to Manhattan. [Citation Graph (0, 0)][DBLP]
    Deep Blue Versus Kasparov: The Significance for Artificial Intelligence, 1997, pp:31-36 [Conf]
  2. Yngvi Björnsson, Jonathan Schaeffer, Nathan R. Sturtevant
    Partial Information Endgame Databases. [Citation Graph (0, 0)][DBLP]
    ACG, 2006, pp:11-22 [Conf]
  3. Darse Billings, Yngvi Björnsson
    Search and Knowledge in Lines of Action. [Citation Graph (0, 0)][DBLP]
    ACG, 2003, pp:231-248 [Conf]
  4. Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck
    Solving 7x7 Hex: Virtual Connections and Game-State Reduction. [Citation Graph (0, 0)][DBLP]
    ACG, 2003, pp:261-278 [Conf]
  5. Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Robert Lake, Paul Lu, Steve Sutphen
    Building the Checkers 10-piece Endgame Databases. [Citation Graph (0, 0)][DBLP]
    ACG, 2003, pp:193-210 [Conf]
  6. Yngvi Björnsson, T. Anthony Marsland
    Multi-cut Pruning in Alpha-Beta Search. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 1998, pp:15-24 [Conf]
  7. Yngvi Björnsson, Markus Enzenberger, Robert Holte, Jonathan Schaeffer, Peter Yap
    Comparison of Different Grid Abstractions for Pathfinding on Maps. [Citation Graph (0, 0)][DBLP]
    IJCAI, 2003, pp:1511-1512 [Conf]
  8. Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller 0003, Robert Lake, Paul Lu, Steve Sutphen
    Solving Checkers. [Citation Graph (0, 0)][DBLP]
    IJCAI, 2005, pp:292-297 [Conf]
  9. Yngvi Björnsson, T. Anthony Marsland
    Learning Control of Search Extensions. [Citation Graph (0, 0)][DBLP]
    JCIS, 2002, pp:446-449 [Conf]
  10. Yngvi Björnsson, Kári Halldórsson
    Improved Heuristics for Optimal Path-finding on Game Maps. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2006, pp:9-14 [Conf]
  11. Yngvi Björnsson, Markus Enzenberger, Robert C. Holte, Jonathan Schaeffer
    Fringe Search: Beating A* at Pathfinding on Game Maps. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  12. Yngvi Björnsson, T. Anthony Marsland
    Risk Management in Game-Tree Pruning. [Citation Graph (0, 0)][DBLP]
    Inf. Sci., 2000, v:122, n:1, pp:23-41 [Journal]
  13. Yngvi Björnsson, T. Anthony Marsland
    Learning extension parameters in game-tree search. [Citation Graph (0, 0)][DBLP]
    Inf. Sci., 2003, v:154, n:3-4, pp:95-118 [Journal]
  14. Yngvi Björnsson, T. Anthony Marsland
    Multi-cut alpha-beta-pruning in game-tree search. [Citation Graph (0, 0)][DBLP]
    Theor. Comput. Sci., 2001, v:252, n:1-2, pp:177-196 [Journal]
  15. Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck
    Solving 7x7 Hex with domination, fill-in, and virtual connections. [Citation Graph (0, 0)][DBLP]
    Theor. Comput. Sci., 2005, v:349, n:2, pp:123-139 [Journal]

  16. Simulation-Based Approach to General Game Playing. [Citation Graph (, )][DBLP]


  17. Learning Simulation Control in General Game-Playing Agents. [Citation Graph (, )][DBLP]


  18. Evaluation Function Based Monte-Carlo LOA. [Citation Graph (, )][DBLP]


  19. Automated Discovery of Search-Extension Features. [Citation Graph (, )][DBLP]


  20. Dynamic Control in Path-Planning with Real-Time Heuristic Search. [Citation Graph (, )][DBLP]


  21. On learning in agent-centered search. [Citation Graph (, )][DBLP]


  22. Monte-Carlo Tree Search Solver. [Citation Graph (, )][DBLP]


  23. GTQ: A Language and Tool for Game-Tree Analysis. [Citation Graph (, )][DBLP]


  24. TBA*: Time-Bounded A*. [Citation Graph (, )][DBLP]


  25. kNN LRTA*: Simple Subgoaling for Real-Time Search. [Citation Graph (, )][DBLP]


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