Maciej Swiechowski

Orcid: 0000-0002-8941-3199

According to our database1, Maciej Swiechowski authored at least 29 papers between 2010 and 2024.

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Bibliography

2024
Fuzzy Utility AI for Handling Uncertainty in Video Game Bots Implementation.
Proceedings of the IEEE Congress on Evolutionary Computation, 2024

2023
Monte Carlo Tree Search: a review of recent modifications and applications.
Artif. Intell. Rev., March, 2023

Don't Predict Counterfactual Values, Predict Expected Values Instead.
Proceedings of the Thirty-Seventh AAAI Conference on Artificial Intelligence, 2023

2022
Learning multimodal entity representations and their ensembles, with applications in a data-driven advisory framework for video game players.
Inf. Sci., 2022

Deep Learning and Artificial General Intelligence: Still a Long Way to Go.
CoRR, 2022

Prescriptive Analytics for Optimization of FMCG Delivery Plans.
Proceedings of the Information Processing and Management of Uncertainty in Knowledge-Based Systems, 2022

2021
Combining Utility AI and MCTS Towards Creating Intelligent Agents in Video Games, with the Use Case of Tactical Troops: Anthracite Shift.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2021

A crossover that matches diverse parents together in evolutionary algorithms.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

A Practical Solution to Handling Randomness and Imperfect Information in Monte Carlo Tree Search.
Proceedings of the 16th Conference on Computer Science and Intelligence Systems, 2021

Predicting Victories in Video Games - IEEE BigData 2021 Cup Report.
Proceedings of the 2021 IEEE International Conference on Big Data (Big Data), 2021

2020
Introducing LogDL - Log Description Language for Insights from Complex Data.
Proceedings of the 2020 Federated Conference on Computer Science and Information Systems, 2020

Game AI Competitions: Motivation for the Imitation Game-Playing Competition.
Proceedings of the 2020 Federated Conference on Computer Science and Information Systems, 2020

2018
Grail: A Framework for Adaptive and Believable AI in Video Games.
Proceedings of the 2018 IEEE/WIC/ACM International Conference on Web Intelligence, 2018

Granular Games in Real-Time Environment.
Proceedings of the 2018 IEEE International Conference on Data Mining Workshops, 2018

Toward an Intelligent HS Deck Advisor: Lessons Learned from AAIA'18 Data Mining Competition.
Proceedings of the 2018 Federated Conference on Computer Science and Information Systems, 2018

Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2017
UCT in Capacitated Vehicle Routing Problem with traffic jams.
Inf. Sci., 2017

Swarm Intelligence in Solving Stochastic Capacitated Vehicle Routing Problem.
Proceedings of the Artificial Intelligence and Soft Computing, 2017

Helping AI to Play Hearthstone: AAIA'17 Data Mining Challenge.
Proceedings of the 2017 Federated Conference on Computer Science and Information Systems, 2017

2016
A Hybrid Approach to Parallelization of Monte Carlo Tree Search in General Game Playing.
Proceedings of the Challenging Problems and Solutions in Intelligent Systems, 2016

Specialization of a UCT-Based General Game Playing Program to Single-Player Games.
IEEE Trans. Comput. Intell. AI Games, 2016

Fast interpreter for logical reasoning in general game playing.
J. Log. Comput., 2016

A novel game playing based approach to the modeling and support of consensus reaching in a group of agents.
Proceedings of the 2016 IEEE Symposium Series on Computational Intelligence, 2016

Simulation-based approach to Vehicle Routing Problem with traffic jams.
Proceedings of the 2016 IEEE Symposium Series on Computational Intelligence, 2016

2014
Self-Adaptation of Playing Strategies in General Game Playing.
IEEE Trans. Comput. Intell. AI Games, 2014

Specialized vs. Multi-game Approaches to AI in Games.
Proceedings of the Intelligent Systems'2014, 2014

Prolog versus specialized logic inference engine in General Game Playing.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2012
Generic Heuristic Approach to General Game Playing.
Proceedings of the SOFSEM 2012: Theory and Practice of Computer Science, 2012

2010
Fast and Accurate Machined Surface Rendering Using an Octree Model.
Proceedings of the Computer Vision and Graphics - International Conference, 2010


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