Cameron Browne

Orcid: 0000-0003-2997-3255

According to our database1, Cameron Browne authored at least 88 papers between 1996 and 2024.

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

Timeline

Legend:

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Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Reach Chess: An accidental chess variant.
J. Int. Comput. Games Assoc., 2024

The Ludii Game Description Language is Universal.
Proceedings of the IEEE Conference on Games, 2024

2023
Spatial state-action features for general games.
Artif. Intell., August, 2023

Guest Editorial: Special Issue on Evolutionary Computation for Games.
IEEE Trans. Games, March, 2023

Towards a General Transfer Approach for Policy-Value Networks.
Trans. Mach. Learn. Res., 2023

The 2022 Ludii AI competition.
J. Int. Comput. Games Assoc., 2023

Proof Number Based Monte-Carlo Tree Search.
CoRR, 2023

Slitherlink Art.
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

2022
Report on the 2<sup>nd</sup> Digital Ludeme Project Workshop.
J. Int. Comput. Games Assoc., 2022

Computers and games (CG 2022) conference report.
J. Int. Comput. Games Assoc., 2022

ACG 2021 conference report.
J. Int. Comput. Games Assoc., 2022

Combining Monte-Carlo Tree Search with Proof-Number Search.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Quickly Detecting Skill Trace in Games.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Measuring Board Game Distance.
Proceedings of the Computers and Games - International Conference, 2022

Which Rules for Mu Torere?
Proceedings of the Computers and Games - International Conference, 2022

2021
Deep learning for general game playing with Ludii and Polygames.
J. Int. Comput. Games Assoc., 2021

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants.
CoRR, 2021

Ludii Game Logic Guide.
CoRR, 2021

General Game Heuristic Prediction Based on Ludeme Descriptions.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

General Board Game Concepts.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Heuristic Sampling for Fast Plausible Playouts.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Automatic Generation of Board Game Manuals.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

Optimised Playout Implementations for the Ludii General Game System.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

General Board Geometry.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2020
AI for Ancient Games.
Künstliche Intell., 2020

Improved reinforcement learning with curriculum.
Expert Syst. Appl., 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

Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration.
Proceedings of the IEEE Conference on Games, 2020

2019
Report on the Digital Ludeme Project.
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

An Overview of the Ludii General Game System.
Proceedings of the IEEE Conference on Games, 2019

Ludii as a Competition Platform.
Proceedings of the IEEE Conference on Games, 2019

Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates.
Proceedings of the IEEE Conference on Games, 2019

An Empirical Evaluation of Two General Game Systems: Ludii and RBG.
Proceedings of the IEEE Conference on Games, 2019

Ludii and XCSP: Playing and Solving Logic Puzzles.
Proceedings of the IEEE Conference on Games, 2019

A Functional Taxonomy of Logic Puzzles.
Proceedings of the IEEE Conference on Games, 2019

Biasing MCTS with Features for General Games.
Proceedings of the IEEE Congress on Evolutionary Computation, 2019

A Practical Introduction to the Ludii General Game System.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

Strategic Features for General Games.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
Computers and Games 2018.
J. Int. Comput. Games Assoc., 2018

Computer-assisted puzzle design.
J. Int. Comput. Games Assoc., 2018

Modern Techniques for Ancient Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2017
Solving Fred Horn's "Gloop" puzzle.
J. Int. Comput. Games Assoc., 2017

Analysis of Fred Horn's Gloop Puzzle.
Proceedings of the Advances in Computer Games - 15th International Conferences, 2017

Back to the Past: Ancient Games as a New AI Frontier.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Algorithms for interactive Sprouts.
Theor. Comput. Sci., 2016

A Class Grammar for General Games.
Proceedings of the Computers and Games - 9th International Conference, 2016

2015
Monte Carlo Analysis of a Puzzle Game.
Proceedings of the AI 2015: Advances in Artificial Intelligence, 2015

Boundary Matching for Interactive Sprouts.
Proceedings of the Advances in Computer Games - 14th International Conference, 2015

2014
Guest Editorial: General Games.
IEEE Trans. Comput. Intell. AI Games, 2014

What Can Game AI Teach Us?
J. Int. Comput. Games Assoc., 2014

Bitboard Methods for Games.
J. Int. Comput. Games Assoc., 2014

2013
A Problem Case for UCT.
IEEE Trans. Comput. Intell. AI Games, 2013

Deductive search for logic puzzles.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

UCT for PCG.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Metrics for Better Puzzles.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Guest Editorial: Special Issue on Computational Aesthetics in Games.
IEEE Trans. Comput. Intell. AI Games, 2012

Bitwise-Parallel Reduction for Connection Tests.
IEEE Trans. Comput. Intell. AI Games, 2012

A Survey of Monte Carlo Tree Search Methods.
IEEE Trans. Comput. Intell. AI Games, 2012

Elegance in Game Design.
IEEE Trans. Comput. Intell. AI Games, 2012

LUDI wins 9<sup>th</sup> Annual "Humies" Award.
J. Int. Comput. Games Assoc., 2012

Go Without <i>Ko</i> on Hexagonal Grids.
J. Int. Comput. Games Assoc., 2012

Yavalath: Sample Chapter from Evolutionary Game Design.
J. Int. Comput. Games Assoc., 2012

Computational creativity in a closed game system.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Evolutionary Game Design.
Springer Briefs in Computer Science, Springer, ISBN: 978-1-4471-2179-4, 2011

Search-Based Procedural Content Generation: A Taxonomy and Survey.
IEEE Trans. Comput. Intell. AI Games, 2011

The Dangers of Random Playouts.
J. Int. Comput. Games Assoc., 2011

Towards MCTS for Creative Domains.
Proceedings of the Second International Conference on Computational Creativity, 2011

2010
Evolutionary Game Design.
IEEE Trans. Comput. Intell. AI Games, 2010

Search-Based Procedural Content Generation.
Proceedings of the Applications of Evolutionary Computation, 2010

Evolving 3D Buildings for the Prototype Video Game Subversion.
Proceedings of the Applications of Evolutionary Computation, 2010

2009
Evolving Simple Art-Based Games.
Proceedings of the Applications of Evolutionary Computing, 2009

2008
Truchet curves and surfaces.
Comput. Graph., 2008

Gaudí's organic geometry.
Comput. Graph., 2008

2007
Impossible fractals.
Comput. Graph., 2007

Efficient Pythagorean trees: Greed is good.
Comput. Graph., 2007

Harmonograms.
Comput. Graph., 2007

Taiji variations: Yin and Yang in multiple dimensions.
Comput. Graph., 2007

2006
Spiral packing.
Comput. Graph., 2006

Wild knots.
Comput. Graph., 2006

Fractal board games.
Comput. Graph., 2006

2005
Cantor knots.
Comput. Graph., 2005

Rep-tiles with woven horns.
Comput. Graph., 2005

Connection Games - Variations on a Theme.
A K Peters, ISBN: 978-1-568-81224-3, 2005

2000
Hex strategy - making the right connections.
A K Peters, ISBN: 978-1-56881-117-8, 2000

1998
Font Decoration by Automatic Mesh Fitting.
Proceedings of the Electronic Publishing, 1998

1996
Prediction of student performance using neurocomputing techniques.
Proceedings of the ACM SIGCSE 1st Australasian Conference on Computer Science Education, 1996


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