An Interaction-Based Model for Situated Agents. - Bruno Bouzy (ICMAS, 1998)

Computer Go: An AI oriented survey. - Bruno Bouzy; Tristan Cazenave (Artif. Intell., 2001)

Les concepts spatiaux dans la programmation du go. - Bruno Bouzy (Rev. d'Intelligence Artif., 2001)

A Small Go Board Study of Metric and Dimensional Evaluation Functions. - Bruno Bouzy (Computers and Games, 2002)

Monte-Carlo Go Developments. - Bruno Bouzy; Bernard Helmstetter (ACG, 2003)

The Move-Decision Strategy of Indigo. - Bruno Bouzy (J. Int. Comput. Games Assoc., 2003)

Mathematical Morphology Applied to Computer Go. - Bruno Bouzy (Int. J. Pattern Recognit. Artif. Intell., 2003)

Associating Shallow and Selective Global Tree Search with Monte Carlo for 9*9 Go. - Bruno Bouzy (Computers and Games, 2004)

Bayesian Generation and Integration of K-nearest-neighbor Patterns for 19x19 Go. - Bruno Bouzy; Guillaume Chaslot (CIG, 2005)

Extraction bayésienne et intégration de patterns représentés suivant les K plus proches voisins pour le go 19x19. - Bruno Bouzy; Guillaume Chaslot (EGC, 2005)

Associating domain-dependent knowledge and Monte Carlo approaches within a Go program. - Bruno Bouzy (Inf. Sci., 2005)

Move-Pruning Techniques for Monte-Carlo Go. - Bruno Bouzy (ACG, 2006)

Monte-Carlo Go Reinforcement Learning Experiments. - Bruno Bouzy; Guillaume Chaslot (CIG, 2006)

A comparative study of solvers in Amazons endgames. - Julien Kloetzer; Hiroyuki Iida; Bruno Bouzy (CIG, 2008)

Playing Amazons Endgames. - Julien Kloetzer; Hiroyuki Iida; Bruno Bouzy (J. Int. Comput. Games Assoc., 2009)

A mean-based approach for real-time planning. - Damien Pellier; Bruno Bouzy; Marc Métivier (AAMAS, 2010)

Multi-agent Learning Experiments on Repeated Matrix Games. - Bruno Bouzy; Marc Métivier (ICML, 2010)

An UCT Approach for Anytime Agent-Based Planning. - Damien Pellier; Bruno Bouzy; Marc Métivier (PAAMS, 2010)

MCTS Experiments on the Voronoi Game. - Bruno Bouzy; Marc Métivier; Damien Pellier (ACG, 2011)

Using a Goal-Agenda and Committed Actions in Real-Time Planning. - Damien Pellier; Bruno Bouzy; Marc Métivier (ICTAI, 2011)

Pathfinding in Games. - Adi Botea; Bruno Bouzy; Michael Buro; Christian Bauckhage; Dana S. Nau (Artificial and Computational Intelligence in Games, 2013)

Search in Real-Time Video Games. - Peter I. Cowling; Michael Buro; Michal Bída; Adi Botea; Bruno Bouzy; Martin V. Butz; Philip Hingston; Hector Muñoz-Avila; Dana S. Nau; Moshe Sipper (Artificial and Computational Intelligence in Games, 2013)

Monte-Carlo Fork Search for Cooperative Path-Finding. - Bruno Bouzy (CGW@IJCAI, 2013)

An Experimental Investigation on the Pancake Problem. - Bruno Bouzy (CGW/GIGA@IJCAI, 2015)

Burnt Pancake Problem: New Lower Bounds on the Diameter and New Experimental Optimality Ratios. - Bruno Bouzy (SOCS, 2016)

Playing Hanabi Near-Optimally. - Bruno Bouzy (ACG, 2017)

Hedging Algorithms and Repeated Matrix Games. - Bruno Bouzy; Marc Métivier; Damien Pellier (CoRR, 2018)

Mean-based Heuristic Search for Real-Time Planning. - Damien Pellier; Bruno Bouzy; Marc Métivier (CoRR, 2018)

Planification en temps réel avec agenda de buts et sauts. - Damien Pellier; Bruno Bouzy; Marc Métivier (CoRR, 2018)

MGP: Un algorithme de planification temps réel prenant en compte l'évolution dynamique du but. - Damien Pellier; Mickaël Vanneufville; Humbert Fiorino; Marc Métivier; Bruno Bouzy (CoRR, 2018)

Artificial Intelligence for Games. - Bruno Bouzy; Tristan Cazenave; Vincent Corruble; Olivier Teytaud (A Guided Tour of Artificial Intelligence Research (2) (II), 2020)

Recursive Monte Carlo Search for Bridge Card Play. - Bruno Bouzy; Alexis Rimbaud; Véronique Ventos (CoG, 2020)