Yngvi Björnsson
Yngvi Björnsson
Professor, School of Computer Science/CADIA, Reykjavik University, Iceland
Verified email at - Homepage
Cited by
Cited by
Checkers is solved
J Schaeffer, N Burch, Y Bjornsson, A Kishimoto, M Muller, R Lake, P Lu, ...
science 317 (5844), 1518-1522, 2007
Simulation-based approach to general game playing.
H Finnsson, Y Björnsson
Aaai 8, 259-264, 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
Monte-Carlo tree search solver
MHM Winands, Y Björnsson, JT Saito
International Conference on Computers and Games, 25-36, 2008
Improved heuristics for optimal pathfinding on game maps
Y Björnsson, K Halldórsson
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2006
Fringe Search: Beating A* at Pathfinding on Game Maps.
Y Björnsson, M Enzenberger, RC Holte, J Schaeffer
CIG 5, 125-132, 2005
Learning simulation control in general game-playing agents
H Finnsson, Y Björnsson
Twenty-Fourth AAAI Conference on Artificial Intelligence, 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
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
TBA*: time-bounded A
Y Björnsson, V Bulitko, N Sturtevant
Twenty-first international joint conference on artificial intelligence, 2009
Evaluation function based monte-carlo LOA
MHM Winands, Y Björnsson
Advances in Computer Games, 33-44, 2009
The international general game playing competition
M Genesereth, Y Björnsson
AI Magazine 34 (2), 107-107, 2013
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
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
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
Building the checkers 10-piece endgame databases
J Schaeffer, Y Björnsson, N Burch, R Lake, P Lu, S Sutphen
Advances in Computer Games, 193-210, 2004
Comparison of different grid abstractions for pathfinding on maps
Y Björnsson, M Enzenberger, R Holte, J Schaeffer, P Yap
IJCAI, 1511-1512, 2003
Multi-cut αβ-pruning in game-tree search
Y Björnsson, TA Marsland
Theoretical Computer Science 252 (1-2), 177-196, 2001
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
Game-tree properties and MCTS performance
H Finnsson, Y Björnsson
IJCAI 11, 23-30, 2011
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