Jakub Kowalski

Orcid: 0000-0003-1932-4278

According to our database1, Jakub Kowalski authored at least 40 papers between 2013 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Bibliography

2024
GameTable Working Group 1 meeting report on search, planning, learning, and explainability.
J. Int. Comput. Games Assoc., 2024

Selective Population Protocols.
Proceedings of the Stabilization, Safety, and Security of Distributed Systems, 2024

Introducing Tales of Tribute AI Competition.
Proceedings of the IEEE Conference on Games, 2024

Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract).
Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence, 2024

2023
Pathway: a fast and flexible unified stream data processing framework for analytical and Machine Learning applications.
CoRR, 2023

Proof Number Based Monte-Carlo Tree Search.
CoRR, 2023

Use of hydrogen and AI as an opportunities to increase energy autarky and create business more sustainable.
Proceedings of the Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 27th International Conference KES-2023, 2023

Summarizing Strategy Card Game AI Competition.
Proceedings of the IEEE Conference on Games, 2023

2022
Samsung R&D Institute Poland Participation in WMT 2022.
Proceedings of the Seventh Conference on Machine Translation, 2022

Evolving Evaluation Functions for Collectible Card Game AI.
Proceedings of the 14th International Conference on Agents and Artificial Intelligence, 2022

Developing a Successful Bomberman Agent.
Proceedings of the 14th International Conference on Agents and Artificial Intelligence, 2022

Split Moves for Monte-Carlo Tree Search.
Proceedings of the Thirty-Sixth AAAI Conference on Artificial Intelligence, 2022

2020
Experimental Studies in General Game Playing: An Experience Report.
CoRR, 2020

Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genes.
CoRR, 2020

Efficient Reasoning in Regular Boardgames.
Proceedings of the IEEE Conference on Games, 2020

Evolutionary Approach to Collectible Arena Deckbuilding using Active Card Game Genes.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

2019
A note on the empirical comparison of RBG and Ludii.
CoRR, 2019

Regular Boardgames.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
Mapping Chess Aesthetics onto Procedurally Generated Chess-Like Games.
Proceedings of the Applications of Evolutionary Computation, 2018

Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Regular Language Inference for Learning Rules of Simplified Boardgames.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Implementing Propositional Networks on FPGA.
Proceedings of the AI 2018: Advances in Artificial Intelligence, 2018

2017
Regular Boardgames.
CoRR, 2017

Text-based Adventures of the Golovin AI Agent.
CoRR, 2017

A New Evolutionary Algorithm for Synchronization.
Proceedings of the Applications of Evolutionary Computation - 20th European Conference, 2017

Text-based adventures of the golovin AI agent.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Evaluating Chess-Like Games Using Generated Natural Language Descriptions.
Proceedings of the Advances in Computer Games - 15th International Conferences, 2017

2016
Simplified Boardgames.
CoRR, 2016

Experiments with Synchronizing Automata.
Proceedings of the Implementation and Application of Automata, 2016

Towards a Real-time Game Description Language.
Proceedings of the 8th International Conference on Agents and Artificial Intelligence (ICAART 2016), 2016

Evolving Chess-like Games Using Relative Algorithm Performance Profiles.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

2015
Computing the shortest reset words of synchronizing automata.
J. Comb. Optim., 2015

Procedural Content Generation for GDL Descriptions of Simplified Boardgames.
CoRR, 2015

Testing general game players against a Simplified Boardgames player using temporal-difference learning.
Proceedings of the IEEE Congress on Evolutionary Computation, 2015

2014
Embedding a Card Game Language into a General Game Playing Language.
Proceedings of the STAIRS 2014, 2014

2013
The Černý conjecture for small automata: experimental report
CoRR, 2013

A New Heuristic Synchronizing Algorithm.
CoRR, 2013

Heat Transfer Modeling in Ceramic Materials Using Fractional Order Equations.
Proceedings of the Advances in the Theory and Applications of Non-integer Order Systems, 2013

A Fast Algorithm Finding the Shortest Reset Words.
Proceedings of the Computing and Combinatorics, 19th International Conference, 2013

Game Description Language Compiler Construction.
Proceedings of the AI 2013: Advances in Artificial Intelligence, 2013


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