Michael Buro

According to our database1, Michael Buro authored at least 75 papers between 1993 and 2020.

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Bibliography

2020
Single-Agent Optimization Through Policy Iteration Using Monte-Carlo Tree Search.
CoRR, 2020

2019
Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning.
IEEE Comput. Intell. Mag., 2019

Policy Based Inference in Trick-Taking Card Games.
Proceedings of the IEEE Conference on Games, 2019

Learning Policies from Human Data for Skat.
Proceedings of the IEEE Conference on Games, 2019

Robust Continuous Build-Order Optimization in StarCraft.
Proceedings of the IEEE Conference on Games, 2019

Improving Search with Supervised Learning in Trick-Based Card Games.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games.
IEEE Trans. Games, 2018

The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2018

Spatial Action Decomposition Learning Applied to RTS Combat Games.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

2017
Combining Strategic Learning and Tactical Search in Real-Time Strategy Games.
CoRR, 2017

Improving hearthstone AI by learning high-level rollout policies and bucketing chance node events.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Combining Strategic Learning with Tactical Search in Real-Time Strategy Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Guest Editorial Real-Time Strategy Games.
IEEE Trans. Comput. Intell. AI Games, 2016

The AIIDE 2015 Workshop Program.
AI Mag., 2016

Evaluating real-time strategy game states using convolutional neural networks.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2015

Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games.
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015

Using Lanchester Attrition Laws for Combat Prediction in StarCraft.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy Games.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

Parallel UCT search on GPUs.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Hierarchical Adversarial Search Applied to Real-Time Strategy Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Global State Evaluation in StarCraft.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

AIIDE 2014 StarCraft Competition.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2013

Search in Real-Time Video Games.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Pathfinding in Games.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Recursive Monte Carlo search for imperfect information games.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Portfolio greedy search and simulation for large-scale combat in starcraft.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Predicting Army Combat Outcomes in StarCraft.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

AIIDE 2013 StarCraft Competition.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Real-Time Strategy Game Competitions.
AI Mag., 2012

Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
AI Mag., 2012

Fast Heuristic Search for RTS Game Combat Scenarios.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

AIIDE 2012 StarCraft Competition.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Alpha-Beta Pruning for Games with Simultaneous Moves.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
Real-Time Opponent Modeling in Trick-Taking Card Games.
Proceedings of the IJCAI 2011, 2011

Using Payoff-Similarity to Speed Up Search.
Proceedings of the IJCAI 2011, 2011

Build Order Optimization in StarCraft.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

2010
On the Complexity of Two-Player Attrition Games Played on Graphs.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

2009
Minimum Proof Graphs and Fastest-Cut-First Search Heuristics.
Proceedings of the IJCAI 2009, 2009

Improving State Evaluation, Inference, and Search in Trick-Based Card Games.
Proceedings of the IJCAI 2009, 2009

2007
Adversarial Planning Through Strategy Simulation.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

HPA* Enhancements.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Concurrent Action Execution with Shared Fluents.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2006
Improving Collaborative Pathfinding Using Map Abstraction.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Efficient Triangulation-Based Pathfinding.
Proceedings of the Proceedings, 2006

2005
Tuning evaluation functions by maximizing concordance.
Theor. Comput. Sci., 2005

Automatic State Abstraction for Pathfinding in Real-Time Video Games.
Proceedings of the Abstraction, 2005

Generalized Amazons is PSPACE-Complete.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Monte Carlo Planning in RTS Games.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Heuristic Search Applied to Abstract Combat Games.
Proceedings of the Advances in Artificial Intelligence, 2005

Partial Pathfinding Using Map Abstraction and Refinement.
Proceedings of the Proceedings, 2005

2004
*-Minimax Performance in Backgammon.
Proceedings of the Computers and Games, 4th International Conference, 2004

Rediscovering *-Minimax Search.
Proceedings of the Computers and Games, 4th International Conference, 2004

2003
Real-Time Strategy Games: A New AI Research Challenge.
Proceedings of the IJCAI-03, 2003

First Experimental Results of ProbCut Applied to Chess.
Proceedings of the Advances in Computer Games, 2003

Evaluation Function Tuning via Ordinal Correlation.
Proceedings of the Advances in Computer Games, 2003

Solving the Oshi-Zumo Game.
Proceedings of the Advances in Computer Games, 2003

2002
Improving heuristic mini-max search by supervised learning.
Artif. Intell., 2002

The evolution of strong othello programs.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002

ORTS: A Hack-Free RTS Game Environment.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

2000
Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs.
Proceedings of the Computers and Games, Second International Conference, 2000

1999
Efficient Approximation of Backgammon Race Equities.
J. Int. Comput. Games Assoc., 1999

Toward Opening Book Learning.
J. Int. Comput. Games Assoc., 1999

1998
From Simple Features to Sophisticated Evaluation Functions.
Proceedings of the Computers and Games, First International Conference, 1998

1997
The Othello Match of the Year: Takeshi Murakami vs. Logistello.
J. Int. Comput. Games Assoc., 1997

Call for Papers. Workshop on Game-Tree Search in the Past, Present, and Future.
J. Int. Comput. Games Assoc., 1997

1996
Statistical Feature Combination for the Evaluation of Game Positions.
J. Int. Comput. Games Assoc., 1996

On Resolution with Short Clauses.
Ann. Math. Artif. Intell., 1996

1995
ProbCut: An Effective Selective Extension of the <i>α</i>-<i>β</i> Algorithm.
J. Int. Comput. Games Assoc., 1995

1994
Techniken für die Bewertung von Spielsituationen anhand von Beispielen.
PhD thesis, 1994

1993
On the Maximum Length of Huffman Codes.
Inf. Process. Lett., 1993


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