Neil Burch

According to our database1, Neil Burch authored at least 51 papers between 2003 and 2024.

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Bibliography

2024
Look-ahead Search on Top of Policy Networks in Imperfect Information Games.
Proceedings of the Thirty-Third International Joint Conference on Artificial Intelligence, 2024

2023
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning.
Trans. Mach. Learn. Res., 2023

Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract).
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023

2022

Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning.
CoRR, 2022

Rethinking formal models of partially observable multiagent decision making.
Artif. Intell., 2022

Approximate Exploitability: Learning a Best Response.
Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence, 2022

2021
Player of Games.
CoRR, 2021

From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization.
Proceedings of the 38th International Conference on Machine Learning, 2021

Sound Algorithms in Imperfect Information Games.
Proceedings of the AAMAS '21: 20th International Conference on Autonomous Agents and Multiagent Systems, 2021

Solving Common-Payoff Games with Approximate Policy Iteration.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
Human-Agent Cooperation in Bridge Bidding.
CoRR, 2020

Sound Search in Imperfect Information Games.
CoRR, 2020

The Hanabi challenge: A new frontier for AI research.
Artif. Intell., 2020

2019
Revisiting CFR+ and Alternating Updates.
J. Artif. Intell. Res., 2019

Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning.
Proceedings of the 36th International Conference on Machine Learning, 2019

Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using Baselines.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker.
CoRR, 2017

Heads-up limit hold'em poker is solved.
Commun. ACM, 2017

AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2015
Solving Heads-Up Limit Texas Hold'em.
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015

2014
Automatic move pruning for single-agent search.
AI Commun., 2014

Using Response Functions to Measure Strategy Strength.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

Solving Imperfect Information Games Using Decomposition.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
CFR-D: Solving Imperfect Information Games Using Decomposition
CoRR, 2013

Evaluating state-space abstractions in extensive-form games.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

Online implicit agent modelling.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

Rating players in games with real-valued outcomes.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

2012
No-Regret Learning in Extensive-Form Games with Imperfect Recall
CoRR, 2012

Automatic Move Pruning Revisited.
Proceedings of the Fifth Annual Symposium on Combinatorial Search, 2012

Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions.
Proceedings of the Advances in Neural Information Processing Systems 25: 26th Annual Conference on Neural Information Processing Systems 2012. Proceedings of a meeting held December 3-6, 2012

No-Regret Learning in Extensive-Form Games with Imperfect Recall.
Proceedings of the 29th International Conference on Machine Learning, 2012

Finding Optimal Abstract Strategies in Extensive-Form Games.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

Generalized Sampling and Variance in Counterfactual Regret Minimization.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
Abstract: Block A* and Any-Angle Path-Planning.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

Automatic Move Pruning in General Single-Player Games.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

Any-Angle Path Planning for Computer Games.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Predicting the Performance of IDA* using Conditional Distributions.
J. Artif. Intell. Res., 2010

Automating Layouts of Sewers in Subdivisions.
Proceedings of the ECAI 2010, 2010

2009
Memory-Based Heuristics for Explicit State Spaces.
Proceedings of the IJCAI 2009, 2009

A demonstration of the Polaris poker system.
Proceedings of the 8th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

2008
Strategy evaluation in extensive games with importance sampling.
Proceedings of the Machine Learning, 2008

Predicting the Performance of IDA* with Conditional Distributions.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
A New Algorithm for Generating Equilibria in Massive Zero-Sum Games.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2005
Bayes? Bluff: Opponent Modelling in Poker.
Proceedings of the UAI '05, 2005

Solving Checkers.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

2004
Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games.
Proceedings of the Computers and Games, 4th International Conference, 2004

2003
Approximating Game-Theoretic Optimal Strategies for Full-scale Poker.
Proceedings of the IJCAI-03, 2003

Building the Checkers 10-piece Endgame Databases.
Proceedings of the Advances in Computer Games, 2003


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