Michael Buro
Orcid: 0000-0002-5382-7592
According to our database1,
Michael Buro
authored at least 80 papers
between 1993 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
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Bibliography
2024
Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games.
CoRR, 2024
2023
Proceedings of the Advances in Neural Information Processing Systems 36: Annual Conference on Neural Information Processing Systems 2023, 2023
2022
Online Multiple-Pedestrian Tracking With Detection-Pair-Based Graph Convolutional Networks.
IEEE Internet Things J., 2022
2021
Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021
2020
CoRR, 2020
2019
Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning.
IEEE Comput. Intell. Mag., 2019
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the IEEE Conference on Games, 2019
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
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
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
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017
2016
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
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015
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
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014
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
Proceedings of the Artificial and Computational Intelligence in Games, 2013
Proceedings of the Artificial and Computational Intelligence in Games, 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013
2012
Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
AI Mag., 2012
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012
2011
Proceedings of the IJCAI 2011, 2011
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011
2010
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
Proceedings of the IJCAI 2009, 2009
Proceedings of the IJCAI 2009, 2009
2007
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007
2006
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006
2005
Proceedings of the Abstraction, 2005
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005
Proceedings of the Advances in Artificial Intelligence, 2005
Proceedings of the Proceedings, 2005
2004
Proceedings of the Computers and Games, 4th International Conference, 2004
Proceedings of the Computers and Games, 4th International Conference, 2004
2003
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
The evolution of strong othello programs.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002
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
J. Int. Comput. Games Assoc., 1999
1998
Proceedings of the Computers and Games, First International Conference, 1998
1997
J. Int. Comput. Games Assoc., 1997
J. Int. Comput. Games Assoc., 1997
1996
J. Int. Comput. Games Assoc., 1996
1995
J. Int. Comput. Games Assoc., 1995
1994
PhD thesis, 1994
1993