Report on the Advances in Computer Chess 8 Conference. - Yngvi Björnsson; Mark G. Brockington; Andreas Junghanns; Aske Plaat (J. Int. Comput. Games Assoc., 1996)

From MiniMax to Manhattan. - T. Anthony Marsland; Yngvi Björnsson (Deep Blue Versus Kasparov: The Significance for Artificial Intelligence, 1997)

M. Newborn: Kasparov versus Deep Blue. - Yngvi Björnsson (J. Int. Comput. Games Assoc., 1997)

Searching with Uncertainty Cut-Offs. - Yngvi Björnsson; T. Anthony Marsland; Jonathan Schaeffer 001; Andreas Junghanns (J. Int. Comput. Games Assoc., 1997)

Multi-cut Pruning in Alpha-Beta Search. - Yngvi Björnsson; T. Anthony Marsland (Computers and Games, 1998)

FRITZ 5.0 Wins the 1997 Herschberg Best-Annotation Award. - Yngvi Björnsson; Tony Marsland (J. Int. Comput. Games Assoc., 1998)

Report on the Advances in Computer Chess 9 Conference. - Yngvi Björnsson (J. Int. Comput. Games Assoc., 1999)

FRITZ 5.32 Wins the 1998 Herschberg Best-Annotation Award. - T. Anthony Marsland; Yngvi Björnsson (J. Int. Comput. Games Assoc., 1999)

Yl Wins Lines of Action Tournament. - Yngvi Björnsson (J. Int. Comput. Games Assoc., 2000)

Risk Management in Game-Tree Pruning. - Yngvi Björnsson; T. Anthony Marsland (Inf. Sci., 2000)

Multi-cut alpha-beta-pruning in game-tree search. - Yngvi Björnsson; T. Anthony Marsland (Theor. Comput. Sci., 2001)

Learning Control of Search Extensions. - Yngvi Björnsson; T. Anthony Marsland (JCIS, 2002)

Search and Knowledge in Lines of Action. - Darse Billings; Yngvi Björnsson (ACG, 2003)

Solving 7x7 Hex: Virtual Connections and Game-State Reduction. - Ryan Hayward; Yngvi Björnsson; Michael Johanson; Morgan Kan; Nathan Po; Jack van Rijswijck (ACG, 2003)

Building the Checkers 10-piece Endgame Databases. - Jonathan Schaeffer 001; Yngvi Björnsson; Neil Burch; Robert Lake; Paul Lu; Steve Sutphen (ACG, 2003)

Comparison of Different Grid Abstractions for Pathfinding on Maps. - Yngvi Björnsson; Markus Enzenberger; Robert Holte; Jonathan Schaeffer 001; Peter Yap (IJCAI, 2003)

Learning extension parameters in game-tree search. - Yngvi Björnsson; T. Anthony Marsland (Inf. Sci., 2003)

Fringe Search: Beating A* at Pathfinding on Game Maps. - Yngvi Björnsson; Markus Enzenberger; Robert C. Holte; Jonathan Schaeffer 001 (CIG, 2005)

Solving Checkers. - Jonathan Schaeffer 001; Yngvi Björnsson; Neil Burch; Akihiro Kishimoto; Martin Müller 003; Robert Lake; Paul Lu; Steve Sutphen (IJCAI, 2005)

Solving 7x7 Hex with domination, fill-in, and virtual connections. - Ryan Hayward; Yngvi Björnsson; Michael Johanson; Morgan Kan; Nathan Po; Jack van Rijswijck (Theor. Comput. Sci., 2005)

Partial Information Endgame Databases. - Yngvi Björnsson; Jonathan Schaeffer 001; Nathan R. Sturtevant (ACG, 2006)

Improved Heuristics for Optimal Path-finding on Game Maps. - Yngvi Björnsson; Kári Halldórsson (AIIDE, 2006)

Dynamic Control in Path-Planning with Real-Time Heuristic Search. - Vadim Bulitko; Yngvi Björnsson; Mitja Lustrek; Jonathan Schaeffer 001; Sverrir Sigmundarson (ICAPS, 2007)

Simulation-Based Approach to General Game Playing. - Hilmar Finnsson; Yngvi Björnsson (AAAI, 2008)

GTQ: A Language and Tool for Game-Tree Analysis. - Jónheiður Ísleifsdóttir; Yngvi Björnsson (Computers and Games, 2008)

Monte-Carlo Tree Search Solver. - Mark H. M. Winands; Yngvi Björnsson; Jahn-Takeshi Saito (Computers and Games, 2008)

Dynamic Control in Real-Time Heuristic Search. - Vadim Bulitko; Mitja Lustrek; Jonathan Schaeffer 001; Yngvi Björnsson; Sverrir Sigmundarson (J. Artif. Intell. Res., 2008)

Automated Discovery of Search-Extension Features. - Pálmi Skowronski; Yngvi Björnsson; Mark H. M. Winands (ACG, 2009)

Evaluation Function Based Monte-Carlo LOA. - Mark H. M. Winands; Yngvi Björnsson (ACG, 2009)

kNN LRTA*: Simple Subgoaling for Real-Time Search. - Vadim Bulitko; Yngvi Björnsson (AIIDE, 2009)

General game-playing systems. - Yngvi Björnsson (CIG, 2009)

TBA*: Time-Bounded A*. - Yngvi Björnsson; Vadim Bulitko; Nathan R. Sturtevant (IJCAI, 2009)

CadiaPlayer: A Simulation-Based General Game Player. - Yngvi Björnsson; Hilmar Finnsson (IEEE Trans. Comput. Intell. AI Games, 2009)

Learning Simulation Control in General Game-Playing Agents. - Hilmar Finnsson; Yngvi Björnsson (AAAI, 2010)

On learning in agent-centered search. - Nathan R. Sturtevant; Vadim Bulitko; Yngvi Björnsson (AAMAS, 2010)

Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding. - Vadim Bulitko; Yngvi Björnsson; Ramon Lawrence (J. Artif. Intell. Res., 2010)

Monte Carlo Tree Search in Lines of Action. - Mark H. M. Winands; Yngvi Björnsson; Jahn-Takeshi Saito (IEEE Trans. Comput. Intell. AI Games, 2010)

αβ-based play-outs in Monte-Carlo Tree Search. - Mark H. M. Winands; Yngvi Björnsson (CIG, 2011)

CadiaPlayer: Search-Control Techniques. - Hilmar Finnsson; Yngvi Björnsson (Künstliche Intell., 2011)

Learning Rules of Simplified Boardgames by Observing. - Yngvi Björnsson (ECAI, 2012)

Guided Search for Deadlocks in Actor-Based Models. - Steinar Hugi Sigurdarson; Marjan Sirjani; Yngvi Björnsson; Arni Hermann Reynisson (FACS, 2012)

Preface for the special issue on Games and AI. - Mark H. M. Winands; Yngvi Björnsson; Karl Tuyls (Entertain. Comput., 2012)

N-Grams and the Last-Good-Reply Policy Applied in General Game Playing. - Mandy J. W. Tak; Mark H. M. Winands; Yngvi Björnsson (IEEE Trans. Comput. Intell. AI Games, 2012)

Sufficiency-Based Selection Strategy for MCTS. - Stefan Freyr Gudmundsson; Yngvi Björnsson (IJCAI, 2013)

The International General Game Playing Competition. - Michael R. Genesereth; Yngvi Björnsson (AI Mag., 2013)

Efficiency of GDL Reasoners. - Stephan Schiffel; Yngvi Björnsson (IEEE Trans. Comput. Intell. AI Games, 2014)

Decaying Simulation Strategies. - Mandy J. W. Tak; Mark H. M. Winands; Yngvi Björnsson (IEEE Trans. Comput. Intell. AI Games, 2014)

Automated Decomposition of Game Maps. - Kári Halldórsson; Yngvi Björnsson (AIIDE, 2015)

The GRL System: Learning Board Game Rules with Piece-Move Interactions. - Peter Gregory; Henrique Coli Schumann; Yngvi Björnsson; Stephan Schiffel (CGW/GIGA@IJCAI, 2015)

Evaluating Interpretability Methods for DNNs in Game-Playing Agents. - Aðalsteinn Pálsson; Yngvi Björnsson (ACG, 2021)

Searching for Explainable Solutions in Sudoku. - Yngvi Björnsson; Sigurður Helgason; Aðalsteinn Pálsson (CoG, 2021)

Expediting Self-Play Learning in AlphaZero-Style Game-Playing Agents. - Yngvi Björnsson; Róbert Leó Þormar Jónsson; Sigurjón Ingi Jónsson (ECAI, 2023)

Unveiling Concepts Learned by a World-Class Chess-Playing Agent. - Aðalsteinn Pálsson; Yngvi Björnsson (IJCAI, 2023)

Empirical Evaluation of Concept Probing for Game-Playing Agents. - Aðalsteinn Pálsson; Yngvi Björnsson (ECAI, 2024)

Chess and explainable AI. - Yngvi Björnsson (J. Int. Comput. Games Assoc., 2024)