Martin Müller

Orcid: 0000-0002-5639-5318

Affiliations:
  • University of Alberta, Canada
  • Electrotechnical Laboratory Tsukuba, Japan (former)


According to our database1, Martin Müller authored at least 108 papers between 1991 and 2024.

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Bibliography

2024
Monte Carlo Tree Search in the Presence of Transition Uncertainty.
Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence, 2024

2023
Replay Memory as An Empirical MDP: Combining Conservative Estimation with Experience Replay.
Proceedings of the Eleventh International Conference on Learning Representations, 2023

Deep Dive on Checkers Endgame Data.
Proceedings of the IEEE Conference on Games, 2023

Weighting Information Sets with Siamese Neural Networks in Reconnaissance Blind Chess.
Proceedings of the IEEE Conference on Games, 2023

Stockfish or Leela Chess Zero? A Comparison Against Endgame Tablebases.
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

Solving NoGo on Small Rectangular Boards.
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

2022
Quantity vs Quality: Investigating the Trade-Off between Sample Size and Label Reliability.
CoRR, 2022

Supervised and Reinforcement Learning from Observations in Reconnaissance Blind Chess.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Improving Search in Go Using Bounded Static Safety.
Proceedings of the Computers and Games - International Conference, 2022

2021
A Simple Unified Framework for Anomaly Detection in Deep Reinforcement Learning.
CoRR, 2021

A Comparison of Contextual and Non-Contextual Preference Ranking for Set Addition Problems.
CoRR, 2021

A Deep Dive into Conflict Generating Decisions.
CoRR, 2021

The Machine Reconnaissance Blind Chess Tournament of NeurIPS 2022.
Proceedings of the NeurIPS 2022 Competition Track, 2021

Predicting Human Card Selection in Magic: The Gathering with Contextual Preference Ranking.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

On the Road to Perfection? Evaluating Leela Chess Zero Against Endgame Tablebases.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2020
Guiding CDCL SAT Search via Random Exploration amid Conflict Depression.
Proceedings of the Thirty-Fourth AAAI Conference on Artificial Intelligence, 2020

2019
Computer Go.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Learning to Combat Compounding-Error in Model-Based Reinforcement Learning.
CoRR, 2019

Characterization of Glue Variables in CDCL SAT Solving.
CoRR, 2019

Maximum Entropy Monte-Carlo Planning.
Proceedings of the Advances in Neural Information Processing Systems 32: Annual Conference on Neural Information Processing Systems 2019, 2019

On Principled Entropy Exploration in Policy Optimization.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Exploiting Glue Clauses to Design Effective CDCL Branching Heuristics.
Proceedings of the Principles and Practice of Constraint Programming, 2019

2018
Guest Editorial Special Issue on Deep/Reinforcement Learning and Games.
IEEE Trans. Games, 2018

Move Prediction Using Deep Convolutional Neural Networks in Hex.
IEEE Trans. Games, 2018

A transferable neural network for Hex.
J. Int. Comput. Games Assoc., 2018

Analyzing the Impact of Knowledge and Search in Monte Carlo Tree Search in Go.
Proceedings of the Computer Games - 7th Workshop, 2018

Three-Head Neural Network Architecture for Monte Carlo Tree Search.
Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence, 2018

Adversarial Policy Gradient for Alternating Markov Games.
Proceedings of the 6th International Conference on Learning Representations, 2018

MS-Lite: A Lightweight, Complementary Merge-and-Shrink Method.
Proceedings of the Twenty-Eighth International Conference on Automated Planning and Scheduling, 2018

Memory-Augmented Monte Carlo Tree Search.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

Preliminary Results on Exploration-Driven Satisfiability Solving.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Additive Merge-and-Shrink Heuristics for Diverse Action Costs.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Structured Best Arm Identification with Fixed Confidence.
Proceedings of the International Conference on Algorithmic Learning Theory, 2017

The Two-Edged Nature of Diverse Action Costs.
Proceedings of the Twenty-Seventh International Conference on Automated Planning and Scheduling, 2017

2016
Integrating Factorization Ranked Features in MCTS: An Experimental Study.
Proceedings of the Computer Games - 5th Workshop on Computer Games, 2016

Factorization Ranking Model for Move Prediction in the Game of Go.
Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, 2016

2015
An Enhanced Solver for the Game of Amazons.
IEEE Trans. Comput. Intell. AI Games, 2015

Keynote speech III: Computer go research - The challenges ahead.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Understanding and Improving Local Exploration for GBFS.
Proceedings of the Twenty-Fifth International Conference on Automated Planning and Scheduling, 2015

TDS+: Improving Temperature Discovery Search.
Proceedings of the Twenty-Ninth AAAI Conference on Artificial Intelligence, 2015

2014
Towards a theory of random walk planning: Regress factors, fair homogeneous graphs and extensions.
AI Commun., 2014

Non-Linear Merging Strategies for Merge-and-Shrink Based on Variable Interactions.
Proceedings of the Seventh Annual Symposium on Combinatorial Search, 2014

Type-Based Exploration with Multiple Search Queues for Satisficing Planning.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

Adding Local Exploration to Greedy Best-First Search in Satisficing Planning.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
Towards a Second Generation Random Walk Planner: An Experimental Exploration.
Proceedings of the IJCAI 2013, 2013

MoHex 2.0: A Pattern-Based MCTS Hex Player.
Proceedings of the Computers and Games - 8th International Conference, 2013

Investigating the Limits of Monte-Carlo Tree Search Methods in Computer Go.
Proceedings of the Computers and Games - 8th International Conference, 2013

Analyzing Simulations in Monte-Carlo Tree Search for the Game of Go.
Proceedings of the Computers and Games - 8th International Conference, 2013

Better Time Constrained Search via Randomization and Postprocessing.
Proceedings of the Twenty-Third International Conference on Automated Planning and Scheduling, 2013

2012
Temporal-difference search in computer Go.
Mach. Learn., 2012

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

A Theoretical Framework for Studying Random Walk Planning.
Proceedings of the Fifth Annual Symposium on Combinatorial Search, 2012

Automatically Configuring Algorithms for Scaling Performance.
Proceedings of the Learning and Intelligent Optimization - 6th International Conference, 2012

ArvandHerd: Parallel Planning with a Portfolio.
Proceedings of the ECAI 2012, 2012

Planning Via Random Walk-Driven Local Search.
Proceedings of the Twenty-Second International Conference on Automated Planning and Scheduling, 2012

Resource-Constrained Planning: A Monte Carlo Random Walk Approach.
Proceedings of the Twenty-Second International Conference on Automated Planning and Scheduling, 2012

2011
Revisiting Move Groups in Monte-Carlo Tree Search.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

Blunder Cost in Go and Hex.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

A Local Monte Carlo Tree Search Approach in Deterministic Planning.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Special Issue on Monte Carlo Techniques and Computer Go.
IEEE Trans. Comput. Intell. AI Games, 2010

Fuego - An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search.
IEEE Trans. Comput. Intell. AI Games, 2010

Improving Local Search for Resource-Constrained Planning.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Automating Layouts of Sewers in Subdivisions.
Proceedings of the ECAI 2010, 2010

Computational Experiments with the RAVE Heuristic.
Proceedings of the Computers and Games - 7th International Conference, 2010

Action Elimination and Plan Neighborhood Graph Search: Two Algorithms for Plan Improvement.
Proceedings of the 20th International Conference on Automated Planning and Scheduling, 2010

2009
Monte-Carlo Exploration for Deterministic Planning.
Proceedings of the IJCAI 2009, 2009

A Study of UCT and Its Enhancements in an Artificial Game.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

A Lock-Free Multithreaded Monte-Carlo Tree Search Algorithm.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

2008
Sample-based learning and search with permanent and transient memories.
Proceedings of the Machine Learning, 2008

Using Artificial Boundaries in the Game of Go.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

An Improved Safety Solver in Go Using Partial Regions.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

About the Completeness of Depth-First Proof-Number Search.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

2007
Lambda Depth-First Proof Number Search and Its Application to Go.
Proceedings of the IJCAI 2007, 2007

Reinforcement Learning of Local Shape in the Game of Go.
Proceedings of the IJCAI 2007, 2007

Fast Planning with Iterative Macros.
Proceedings of the IJCAI 2007, 2007

2006
An Open Boundary Safety-of-Territory Solver for the Game of Go.
Proceedings of the Computers and Games, 5th International Conference, 2006

Solving Probabilistic Combinatorial Games.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

Recognizing Seki in Computer Go.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

2005
Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators.
J. Artif. Intell. Res., 2005

A solution to the GHI problem for depth-first proof-number search.
Inf. Sci., 2005

Solving Checkers.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Dynamic Decomposition Search: A Divide and Conquer Approach and its Application to the One-Eye Problem in Go.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Learning Partial-Order Macros from Solutions.
Proceedings of the Fifteenth International Conference on Automated Planning and Scheduling (ICAPS 2005), 2005

Search versus Knowledge for Solving Life and Death Problems in Go.
Proceedings of the Proceedings, 2005

2004
Near Optimal Hierarchical Path-Finding.
J. Game Dev., 2004

Solving Systems of Difference Constraints Incrementally with Bidirectional Search.
Algorithmica, 2004

Game-SAT: A Preliminary Report.
Proceedings of the SAT 2004, 2004

An Improved Safety Solver for Computer Go.
Proceedings of the Computers and Games, 4th International Conference, 2004

Locally Informed Global Search for Sums of Combinatorial Games.
Proceedings of the Computers and Games, 4th International Conference, 2004

Using Component Abstraction for Automatic Generation of Macro-Actions.
Proceedings of the Fourteenth International Conference on Automated Planning and Scheduling (ICAPS 2004), 2004

Temperature Discovery Search.
Proceedings of the Nineteenth National Conference on Artificial Intelligence, 2004

A General Solution to the Graph History Interaction Problem.
Proceedings of the Nineteenth National Conference on Artificial Intelligence, 2004

2003
Conditional combinatorial games and their application to analyzing capturing races in Go.
Inf. Sci., 2003

Depth-First Discovery Algorithm for incremental topological sorting of directed acyclic graphs.
Inf. Process. Lett., 2003

DF-PN in Go: An Application to the One-Eye Problem.
Proceedings of the Advances in Computer Games, 2003

2002
Position Evaluation in Computer Go.
J. Int. Comput. Games Assoc., 2002

Computer Go.
Artif. Intell., 2002

A Generalized Framework for Analyzing Capturing Races in Go.
Proceedings of the 6th Joint Conference on Information Science, 2002

Proof-Set Search.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

Using Abstraction for Planning in Sokoban.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

2001
Global and local game tree search.
Inf. Sci., 2001

Partial order bounding: A new approach to evaluation in game tree search.
Artif. Intell., 2001

2000
Report on the second Open Computer-Amazons Championship.
J. Int. Comput. Games Assoc., 2000

Review: Computer Go 1984-2000.
Proceedings of the Computers and Games, Second International Conference, 2000

1999
Computer Go: A Research Agenda.
J. Int. Comput. Games Assoc., 1999

Decomposition Search: A Combinatorial Games Approach to Game Tree Search, with Applications to Solving Go Endgames.
Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence, 1999

1991
Every Interactive System Evolves into Hyperspace: The Case of the Smart Game Board.
Proceedings of the Hypertext/Hypermedia, 1991


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