Mark H. M. Winands

According to our database1, Mark H. M. Winands authored at least 95 papers between 2001 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

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Bibliography

2020
Self-Adaptive Monte Carlo Tree Search in General Game Playing.
IEEE Trans. Games, 2020

2018 IEEE Conference on Computational Intelligence and Games (CIG 2018).
Künstliche Intell., 2020

Editorial: Stay the course.
J. Int. Comput. Games Assoc., 2020

Service Selection using Predictive Models and Monte-Carlo Tree Search.
CoRR, 2020

Ludii - The Ludemic General Game System.
Proceedings of the ECAI 2020 - 24th European Conference on Artificial Intelligence, 29 August-8 September 2020, Santiago de Compostela, Spain, August 29 - September 8, 2020, 2020

Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2020

2019
Monte-Carlo Tree Search.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Editorial: Back to the roots.
J. Int. Comput. Games Assoc., 2019

Editorial: Get serious.
J. Int. Comput. Games Assoc., 2019

Editorial: Research trends.
J. Int. Comput. Games Assoc., 2019

Advances in Computer and Games Conference (ACG2019).
J. Int. Comput. Games Assoc., 2019

Editorial.
J. Int. Comput. Games Assoc., 2019

Special Issue on Computer Aided Game and Puzzle Design.
J. Int. Comput. Games Assoc., 2019

Foundations of Digital Archæoludology.
CoRR, 2019

Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search.
Proceedings of the IEEE Conference on Games, 2019

Optimising Level Generators for General Video Game AI.
Proceedings of the IEEE Conference on Games, 2019

2018
The 2016 Two-Player GVGAI Competition.
IEEE Trans. Games, 2018

MCTS-Minimax Hybrids with State Evaluations.
J. Artif. Intell. Res., 2018

MCTS-Minimax Hybrids with State Evaluations (Extended Abstract).
Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence, 2018

Self-adaptive MCTS for General Video Game Playing.
Proceedings of the Applications of Evolutionary Computation, 2018

Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Wall Building in the Game of StarCraft with Terrain Considerations.
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

Adapting to Concept Drift in Credit Card Transaction Data Streams Using Contextual Bandits and Decision Trees.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Advances in Computer Games 2017.
J. Int. Comput. Games Assoc., 2017

IJCAI Computer Games Workshop 2015.
J. Int. Comput. Games Assoc., 2017

On-Line Parameter Tuning for Monte-Carlo Tree Search in General Game Playing.
Proceedings of the Computer Games - 6th Workshop, 2017

Resource-gathering algorithms in the game of starcraft.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

2016
Guest Editorial: Physics-Based Simulation Games.
IEEE Trans. Comput. Intell. AI Games, 2016

Time Management for Monte Carlo Tree Search.
IEEE Trans. Comput. Intell. AI Games, 2016

Algorithms for computing strategies in two-player simultaneous move games.
Artif. Intell., 2016

Optimizing Propositional Networks.
Proceedings of the Computer Games - 5th Workshop on Computer Games, 2016

Hierarchical Task Network Plan Reuse for video games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Comparison of rapid action value estimation variants for general game playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
MCTS-Minimax Hybrids.
IEEE Trans. Comput. Intell. AI Games, 2015

The Surakarta Bot Revealed.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

Sequential Halving for Partially Observable Games.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

2014
Decaying Simulation Strategies.
IEEE Trans. Comput. Intell. AI Games, 2014

Real-Time Monte Carlo Tree Search in Ms Pac-Man.
IEEE Trans. Comput. Intell. AI Games, 2014

ECAI Computer Games Workshop 2014.
J. Int. Comput. Games Assoc., 2014

Quality-based Rewards for Monte-Carlo Tree Search Simulations.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

Minimizing Simple and Cumulative Regret in Monte-Carlo Tree Search.
Proceedings of the Computer Games - Third Workshop on Computer Games, 2014

Monte-Carlo Tree Search and Minimax Hybrids with Heuristic Evaluation Functions.
Proceedings of the Computer Games - Third Workshop on Computer Games, 2014

Monte Carlo Tree Search variants for simultaneous move games.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Computer Games Workshop at IJCAI 2013.
J. Int. Comput. Games Assoc., 2013

Search Policies in Multi-Player Games.
J. Int. Comput. Games Assoc., 2013

SIA Wins Surakarta Tournament.
J. Int. Comput. Games Assoc., 2013

LOA Wins Lines of Action Tournament.
J. Int. Comput. Games Assoc., 2013

Monte Carlo *-Minimax Search.
Proceedings of the IJCAI 2013, 2013

Monte Carlo Tree Search in Simultaneous Move Games with Applications to Goofspiel.
Proceedings of the Computer Games - Workshop on Computer Games, 2013

Monte-Carlo Tree Search and minimax hybrids.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Improving Best-Reply Search.
Proceedings of the Computers and Games - 8th International Conference, 2013

2012
N-Grams and the Last-Good-Reply Policy Applied in General Game Playing.
IEEE Trans. Comput. Intell. AI Games, 2012

Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard.
IEEE Trans. Comput. Intell. AI Games, 2012

Single-player Monte-Carlo tree search for SameGame.
Knowl. Based Syst., 2012

Computer Games Workshop at ECAI 2012.
J. Int. Comput. Games Assoc., 2012

Game-Tree Search Using Proof Numbers: The First Twenty Years.
J. Int. Comput. Games Assoc., 2012

Preface for the special issue on Games and AI.
Entertain. Comput., 2012

Nested Monte-Carlo Tree Search for Online Planning in Large MDPs.
Proceedings of the ECAI 2012, 2012

Enhancements for Monte-Carlo Tree Search in Ms Pac-Man.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Beam Monte-Carlo Tree Search.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Best Reply Search for Multiplayer Games.
IEEE Trans. Comput. Intell. AI Games, 2011

αβ-based play-outs in Monte-Carlo Tree Search.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Monte-Carlo Tree Search for the game of Scotland Yard.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Monte-Carlo Tree Search Enhancements for Havannah.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

Playout Search for Monte-Carlo Tree Search in Multi-player Games.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

Time Management for Monte-Carlo Tree Search in Go.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

2010
Monte Carlo Tree Search in Lines of Action.
IEEE Trans. Comput. Intell. AI Games, 2010

A selective move generator for the game axis and allies.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Paranoid Proof-Number Search.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Evaluation-Function Based Proof-Number Search.
Proceedings of the Computers and Games - 7th International Conference, 2010

Enhancements for Multi-Player Monte-Carlo Tree Search.
Proceedings of the Computers and Games - 7th International Conference, 2010

2009
Solving Go for Rectangular Boards.
J. Int. Comput. Games Assoc., 2009

CHANCEPROBCUT: Forward pruning in chance nodes.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Evaluation Function Based Monte-Carlo LOA.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

Automated Discovery of Search-Extension Features.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

Randomized Parallel Proof-Number Search.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

2008
Proof-Number Search and Its Variants.
Proceedings of the Oppositional Concepts in Computational Intelligence, 2008

6×6 LOA is Solved.
J. Int. Comput. Games Assoc., 2008

Cross-Entropy for Monte-Carlo Tree Search.
J. Int. Comput. Games Assoc., 2008

Monte-Carlo Tree Search Solver.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

Single-Player Monte-Carlo Tree Search.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

Parallel Monte-Carlo Tree Search.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

2007
Fanorona is a Draw.
J. Int. Comput. Games Assoc., 2007

2006
RSPSA: Enhanced Parameter Optimization in Games.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

2005
Enhanced forward pruning.
Inf. Sci., 2005

Learning to predict life and death from Go game records.
Inf. Sci., 2005

2004
An effective two-level proof-number search algorithm.
Theor. Comput. Sci., 2004

The Relative History Heuristic.
Proceedings of the Computers and Games, 4th International Conference, 2004

2003
An Evaluation Function for Lines of Action.
Proceedings of the Advances in Computer Games, 2003

2002
Learning in Lines of Action.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

PDS-PN: A New Proof-Number Search Algorithm.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

2001
The Quad Heuristic in Lines of Action.
J. Int. Comput. Games Assoc., 2001


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