Yngvi Björnsson

Orcid: 0000-0001-5366-2639

Affiliations:
  • Reykjavík University, Iceland


According to our database1, Yngvi Björnsson authored at least 55 papers between 1996 and 2024.

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Bibliography

2024
Chess and explainable AI.
J. Int. Comput. Games Assoc., 2024

Empirical Evaluation of Concept Probing for Game-Playing Agents.
Proceedings of the ECAI 2024 - 27th European Conference on Artificial Intelligence, 19-24 October 2024, Santiago de Compostela, Spain, 2024

2023
Unveiling Concepts Learned by a World-Class Chess-Playing Agent.
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023

Expediting Self-Play Learning in AlphaZero-Style Game-Playing Agents.
Proceedings of the ECAI 2023 - 26th European Conference on Artificial Intelligence, September 30 - October 4, 2023, Kraków, Poland, 2023

2021
Searching for Explainable Solutions in Sudoku.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Evaluating Interpretability Methods for DNNs in Game-Playing Agents.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2015
The GRL System: Learning Board Game Rules with Piece-Move Interactions.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

Automated Decomposition of Game Maps.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Decaying Simulation Strategies.
IEEE Trans. Comput. Intell. AI Games, 2014

Efficiency of GDL Reasoners.
IEEE Trans. Comput. Intell. AI Games, 2014

2013
The International General Game Playing Competition.
AI Mag., 2013

Sufficiency-Based Selection Strategy for MCTS.
Proceedings of the IJCAI 2013, 2013

2012
N-Grams and the Last-Good-Reply Policy Applied in General Game Playing.
IEEE Trans. Comput. Intell. AI Games, 2012

Preface for the special issue on Games and AI.
Entertain. Comput., 2012

Guided Search for Deadlocks in Actor-Based Models.
Proceedings of the Formal Aspects of Component Software, 9th International Symposium, 2012

Learning Rules of Simplified Boardgames by Observing.
Proceedings of the ECAI 2012, 2012

2011
CadiaPlayer: Search-Control Techniques.
Künstliche Intell., 2011

αβ-based play-outs in Monte-Carlo Tree Search.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

2010
Monte Carlo Tree Search in Lines of Action.
IEEE Trans. Comput. Intell. AI Games, 2010

Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding.
J. Artif. Intell. Res., 2010

On learning in agent-centered search.
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2010), 2010

Learning Simulation Control in General Game-Playing Agents.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

2009
CadiaPlayer: A Simulation-Based General Game Player.
IEEE Trans. Comput. Intell. AI Games, 2009

TBA*: Time-Bounded A*.
Proceedings of the IJCAI 2009, 2009

General game-playing systems.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

kNN LRTA*: Simple Subgoaling for Real-Time Search.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Evaluation Function Based Monte-Carlo LOA.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

Automated Discovery of Search-Extension Features.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

2008
Dynamic Control in Real-Time Heuristic Search.
J. Artif. Intell. Res., 2008

Monte-Carlo Tree Search Solver.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

GTQ: A Language and Tool for Game-Tree Analysis.
Proceedings of the Computers and Games, 6th International Conference, CG 2008, Beijing, 2008

Simulation-Based Approach to General Game Playing.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
Dynamic Control in Path-Planning with Real-Time Heuristic Search.
Proceedings of the Seventeenth International Conference on Automated Planning and Scheduling, 2007

2006
Improved Heuristics for Optimal Path-finding on Game Maps.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Partial Information Endgame Databases.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

2005
Solving 7x7 Hex with domination, fill-in, and virtual connections.
Theor. Comput. Sci., 2005

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

Fringe Search: Beating A* at Pathfinding on Game Maps.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

2003
Learning extension parameters in game-tree search.
Inf. Sci., 2003

Comparison of Different Grid Abstractions for Pathfinding on Maps.
Proceedings of the IJCAI-03, 2003

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

Solving 7x7 Hex: Virtual Connections and Game-State Reduction.
Proceedings of the Advances in Computer Games, 2003

Search and Knowledge in Lines of Action.
Proceedings of the Advances in Computer Games, 2003

2002
Learning Control of Search Extensions.
Proceedings of the 6th Joint Conference on Information Science, 2002

2001
Multi-cut alpha-beta-pruning in game-tree search.
Theor. Comput. Sci., 2001

2000
Risk Management in Game-Tree Pruning.
Inf. Sci., 2000

Yl Wins Lines of Action Tournament.
J. Int. Comput. Games Assoc., 2000

1999
FRITZ 5.32 Wins the 1998 Herschberg Best-Annotation Award.
J. Int. Comput. Games Assoc., 1999

Report on the Advances in Computer Chess 9 Conference.
J. Int. Comput. Games Assoc., 1999

1998
FRITZ 5.0 Wins the 1997 Herschberg Best-Annotation Award.
J. Int. Comput. Games Assoc., 1998

Multi-cut Pruning in Alpha-Beta Search.
Proceedings of the Computers and Games, First International Conference, 1998

1997
Searching with Uncertainty Cut-Offs.
J. Int. Comput. Games Assoc., 1997

M. Newborn: Kasparov versus Deep Blue.
J. Int. Comput. Games Assoc., 1997

From MiniMax to Manhattan.
Proceedings of the Deep Blue Versus Kasparov: The Significance for Artificial Intelligence, 1997

1996
Report on the Advances in Computer Chess 8 Conference.
J. Int. Comput. Games Assoc., 1996


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