On the Maximum Length of Huffman Codes. - Michael Buro (Inf. Process. Lett., 1993)

Techniken für die Bewertung von Spielsituationen anhand von Beispielen. - Michael Buro (1994)

ProbCut: An Effective Selective Extension of the α-β Algorithm. - Michael Buro (J. Int. Comput. Games Assoc., 1995)

On Resolution with Short Clauses. - Michael Buro; Hans Kleine Büning (Ann. Math. Artif. Intell., 1996)

Statistical Feature Combination for the Evaluation of Game Positions. - Michael Buro (J. Int. Comput. Games Assoc., 1996)

The Othello Match of the Year: Takeshi Murakami vs. Logistello. - Michael Buro (J. Int. Comput. Games Assoc., 1997)

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

From Simple Features to Sophisticated Evaluation Functions. - Michael Buro (Computers and Games, 1998)

Toward Opening Book Learning. - Michael Buro (J. Int. Comput. Games Assoc., 1999)

Efficient Approximation of Backgammon Race Equities. - Michael Buro (J. Int. Comput. Games Assoc., 1999)

Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs. - Michael Buro (Computers and Games, 2000)

ORTS: A Hack-Free RTS Game Environment. - Michael Buro (Computers and Games, 2002)

The evolution of strong othello programs. - Michael Buro (IWEC, 2002)

Improving heuristic mini-max search by supervised learning. - Michael Buro (Artif. Intell., 2002)

Solving the Oshi-Zumo Game. - Michael Buro (ACG, 2003)

Evaluation Function Tuning via Ordinal Correlation. - Dave Gomboc; T. Anthony Marsland; Michael Buro (ACG, 2003)

First Experimental Results of ProbCut Applied to Chess. - Albert Xin Jiang; Michael Buro (ACG, 2003)

Real-Time Strategy Games: A New AI Research Challenge. - Michael Buro (IJCAI, 2003)

Rediscovering *-Minimax Search. - Thomas Hauk; Michael Buro; Jonathan Schaeffer 001 (Computers and Games, 2004)

*-Minimax Performance in Backgammon. - Thomas Hauk; Michael Buro; Jonathan Schaeffer 001 (Computers and Games, 2004)

Partial Pathfinding Using Map Abstraction and Refinement. - Nathan R. Sturtevant; Michael Buro (AAAI, 2005)

Heuristic Search Applied to Abstract Combat Games. - Alexander Kovarsky; Michael Buro (Canadian AI, 2005)

Monte Carlo Planning in RTS Games. - Michael Chung; Michael Buro; Jonathan Schaeffer 001 (CIG, 2005)

Generalized Amazons is PSPACE-Complete. - Timothy Furtak; Masashi Kiyomi; Takeaki Uno; Michael Buro (IJCAI, 2005)

Automatic State Abstraction for Pathfinding in Real-Time Video Games. - Nathan R. Sturtevant; Vadim Bulitko; Michael Buro (SARA, 2005)

Tuning evaluation functions by maximizing concordance. - Dave Gomboc; Michael Buro; T. Anthony Marsland (Theor. Comput. Sci., 2005)

Efficient Triangulation-Based Pathfinding. - Douglas Demyen; Michael Buro (AAAI, 2006)

Improving Collaborative Pathfinding Using Map Abstraction. - Nathan R. Sturtevant; Michael Buro (AIIDE, 2006)

Concurrent Action Execution with Shared Fluents. - Michael Buro; Alexander Kovarsky (AAAI, 2007)

HPA* Enhancements. - M. Renee Jansen; Michael Buro (AIIDE, 2007)

Adversarial Planning Through Strategy Simulation. - Franisek Sailer; Michael Buro; Marc Lanctot (CIG, 2007)

Improving State Evaluation, Inference, and Search in Trick-Based Card Games. - Michael Buro; Jeffrey Richard Long; Timothy Furtak; Nathan R. Sturtevant (IJCAI, 2009)

Minimum Proof Graphs and Fastest-Cut-First Search Heuristics. - Timothy Furtak; Michael Buro (IJCAI, 2009)

Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search. - Jeffrey Richard Long; Nathan R. Sturtevant; Michael Buro; Timothy Furtak (AAAI, 2010)

On the Complexity of Two-Player Attrition Games Played on Graphs. - Timothy Furtak; Michael Buro (AIIDE, 2010)

Build Order Optimization in StarCraft. - David Churchill; Michael Buro (AIIDE, 2011)

Using Payoff-Similarity to Speed Up Search. - Timothy Furtak; Michael Buro (IJCAI, 2011)

Real-Time Opponent Modeling in Trick-Taking Card Games. - Jeffrey Richard Long; Michael Buro (IJCAI, 2011)

Alpha-Beta Pruning for Games with Simultaneous Moves. - Abdallah Saffidine; Hilmar Finnsson; Michael Buro (AAAI, 2012)

AIIDE 2012 StarCraft Competition. - Michael Buro; David Churchill (AIIDE, 2012)

Fast Heuristic Search for RTS Game Combat Scenarios. - David Churchill; Abdallah Saffidine; Michael Buro (AIIDE, 2012)

Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). - Vadim Bulitko; Mark O. Riedl; Arnav Jhala; Michael Buro; Nathan R. Sturtevant (AI Mag., 2012)

Real-Time Strategy Game Competitions. - Michael Buro; David Churchill (AI Mag., 2012)

AIIDE 2013 StarCraft Competition. - Michael Buro; David Churchill (AIIDE, 2013)

Predicting Army Combat Outcomes in StarCraft. - Marius Stanescu; Sergio Poo Hernandez; Graham Erickson; Russell Greiner; Michael Buro (AIIDE, 2013)

Portfolio greedy search and simulation for large-scale combat in starcraft. - David Churchill; Michael Buro (CIG, 2013)

Recursive Monte Carlo search for imperfect information games. - Timothy Furtak; Michael Buro (CIG, 2013)

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)

The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. - Mark O. Riedl; Gita Reese Sukthankar; Arnav Jhala; Jichen Zhu; Santi Ontañón Villar; Michael Buro; David Churchill (AI Mag., 2013)

AIIDE 2014 StarCraft Competition. - Michael Buro; David Churchill (AIIDE, 2014)

Global State Evaluation in StarCraft. - Graham Kurtis Stephen Erickson; Michael Buro (AIIDE, 2014)

Hierarchical Adversarial Search Applied to Real-Time Strategy Games. - Marius Stanescu; Nicolas A. Barriga; Michael Buro (AIIDE, 2014)

Parallel UCT search on GPUs. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (CIG, 2014)

Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy Games. - Marius Stanescu; Nicolas A. Barriga; Michael Buro (ECAI, 2014)

Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games. - Nicolas Arturo Barriga; Marius Stanescu; Michael Buro (AIIDE, 2015)

Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces. - David Churchill; Michael Buro (AIIDE, 2015)

Using Lanchester Attrition Laws for Combat Prediction in StarCraft. - Marius Adrian Stanescu; Nicolas A. Barriga; Michael Buro (AIIDE, 2015)

Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games. - Santiago Ontañón; Michael Buro (IJCAI, 2015)

Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. - Tiffany Barnes; Oliver Bown 001; Michael Buro; Michael Cook 001; Arne Eigenfeldt; Héctor Muñoz-Avila; Santiago Ontañón; Philippe Pasquier; Noriko Tomuro; Robert Michael Young; Alexander Zook (AI Mag., 2015)

Evaluating real-time strategy game states using convolutional neural networks. - Marius Stanescu; Nicolas A. Barriga; Andy Hess; Michael Buro (CIG, 2016)

The AIIDE 2015 Workshop Program. - Camille Barot; Michael Buro; Michael Cook 001; Mirjam Palosaari Eladhari; Boyang Li 001; Antonios Liapis; Magnus Johansson; Josh McCoy; Santiago Ontañón; Jonathan P. Rowe; Emmett Tomai; Harko Verhagen; et al. (AI Mag., 2016)

Guest Editorial Real-Time Strategy Games. - Michael Buro; Santiago Ontañón; Mike Preuss (IEEE Trans. Comput. Intell. AI Games, 2016)

Combining Strategic Learning with Tactical Search in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (AIIDE, 2017)

Improving hearthstone AI by learning high-level rollout policies and bucketing chance node events. - Shuyi Zhang; Michael Buro (CIG, 2017)

Combining Strategic Learning and Tactical Search in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (CoRR, 2017)

Spatial Action Decomposition Learning Applied to RTS Combat Games. - Marius Stanescu; Michael Buro (AIIDE Workshops, 2018)

The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. - Brian Magerko; Julio César Bahamón; Michael Buro; Rossana Damiano; Jo Mazeika; Santiago Ontañón; Justus Robertson; James Ryan; Kristin Siu (AI Mag., 2018)

Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games. - Nicolas A. Barriga; Marius Stanescu; Michael Buro (IEEE Trans. Games, 2018)

Improving Search with Supervised Learning in Trick-Based Card Games. - Christopher Solinas; Douglas Rebstock; Michael Buro (AAAI, 2019)

Robust Continuous Build-Order Optimization in StarCraft. - David Churchill; Michael Buro; Richard Kelly (CoG, 2019)

Learning Policies from Human Data for Skat. - Douglas Rebstock; Christopher Solinas; Michael Buro (CoG, 2019)

Policy Based Inference in Trick-Taking Card Games. - Douglas Rebstock; Christopher Solinas; Michael Buro; Nathan R. Sturtevant (CoG, 2019)

Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning. - Nicolas A. Barriga; Marius Stanescu; Felipe Besoain; Michael Buro (IEEE Comput. Intell. Mag., 2019)

Single-Agent Optimization Through Policy Iteration Using Monte-Carlo Tree Search. - Arta Seify; Michael Buro (CoRR, 2020)

Inference-Based Deterministic Messaging For Multi-Agent Communication. - Varun Bhatt; Michael Buro (AAAI, 2021)

Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions. - Jake Tuero; Michael Buro (AAAI, 2021)

Online Multiple-Pedestrian Tracking With Detection-Pair-Based Graph Convolutional Networks. - Weijiang Feng; Long Lan; Michael Buro; Zhigang Luo (IEEE Internet Things J., 2022)

History Filtering in Imperfect Information Games: Algorithms and Complexity. - Christopher Solinas; Douglas Rebstock; Nathan R. Sturtevant; Michael Buro (NeurIPS, 2023)

Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games. - Douglas Rebstock; Christopher Solinas; Nathan R. Sturtevant; Michael Buro (CoRR, 2024)

Subgoal-Guided Policy Heuristic Search with Learned Subgoals. - Jake Tuero; Michael Buro; Levi H. S. Lelis (CoRR, 2025)