Yngvi BjC3B6rnsson
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Yngvi Björnsson [1] Yngvi Björnsson,
an Icelandic computer scientist and games researcher. After a B.S in Computer Science at the University of Iceland, and a few years in the industry (1988-1994), Yngvi studied at the University of Alberta in Canada [2] . As member of the Games research group [3], he co-authored the chess program The Turk along with Andreas Junghanns, which competed at the WMCCC 1996 in Jakarta [4] , developed the Lines of Action program and three times gold medal winner YL, co-authored the Hex program Mongoose and made his Ph.D. thesis in Computer Science, Selective Depth-First Game-Tree Search at the University of Alberta in 2002 [5] advised by Professor Tony Marsland. Yngvi contributed with Uncertainty Cut-Offs [6] [7], and invented Multi-Cut Pruning [8] .
Since 2004, Yngvi Björnsson is associate professor at the School of Computer Science, Reykjavík University, Iceland. He served as Vice-President of the ICGA from 2005 until 2011 and organized the WCCC 2005 in Reykjavík.
Chinook
Yngvi Björnsson was member of the Chinook team around Jonathan Schaeffer, solving Checkers [10] :
General Game Playing
Yngvi Björnsson is involved in the successful development of the General Game Playing program Cadiaplayer from Reykjavik University, which won the General Game Playing world-champion in 2007 and 2008 [11] .
Selected Publications
1996 …
- Yngvi Björnsson, Mark Brockington, Andreas Junghanns, Aske Plaat (1996). Report on the Advances in Computer Chess 8 Conference. ICCA Journal, Vol. 19, No. 3 » Advances in Computer Chess 8
- Tony Marsland, Yngvi Björnsson. (1997). From MiniMax to Manhattan. In Deep Blue Versus Kasparov: The Significance for Artificial Intelligence. AAAI Workshop 1997. pdf
- Andreas Junghanns, Jonathan Schaeffer, Mark Brockington, Yngvi Björnsson, Tony Marsland (1997). Diminishing Returns for Additional Search in Chess. Advances in Computer Chess 8, pdf
- Yngvi Björnsson, Tony Marsland, Jonathan Schaeffer, Andreas Junghanns (1997). Searching with Uncertainty Cut-offs. ICCA Journal, Vol. 20, No. 1, pdf preprint
- Yngvi Björnsson, Tony Marsland, Jonathan Schaeffer, Andreas Junghanns (1997). Searching with Uncertainty Cut-offs. Advances in Computer Chess 8
- Yngvi Björnsson, Tony Marsland (1998). Risk Management in Game-tree Pruning. Technical Report TR 98-07, Department of Computing Science, University of Alberta, Edmonton, Alberta.
- Yngvi Björnsson, Tony Marsland (1998). Multi-cut Pruning in Alpha-Beta Search. CG 1998, see also MC2001 for an expanded version.
2000 …
- Yngvi Björnsson, Tony Marsland (2000). Risk Management in Game-tree Pruning. Information Sciences, 122(1):23–41, 2000. pdf
- Yngvi Björnsson (2000). YL wins Lines of Action Tournament. ICGA Journal, Vol. 23, No. 3 » 5th Computer Olympiad
- Tony Marsland, Yngvi Björnsson (2000). From Minimax to Manhattan. in Jaap van den Herik, Hiroyuki Iida (eds.) (2000). Games in AI Research. Universiteit Maastricht
- Yngvi Björnsson, Tony Marsland (2000). Selective Depth-First Search Methods. in Jaap van den Herik, Hiroyuki Iida (eds.) (2000). Games in AI Research. Universiteit Maastricht, pdf preprint
- Darse Billings, Yngvi Björnsson (2000). Mona and YL’s Lines of Action LOA Page
2001
- Yngvi Björnsson, Tony Marsland (2001). Learning Search Control in Adversary Games. Advances in Computer Games 9, pdf
- Yngvi Björnsson, Tony Marsland (2001). Multi-cut Alpha-Beta Pruning in Game Tree Search. Theoretical Computer Science, Vol. 252, pdf
- Tony Marsland, Yngvi Björnsson (2001). Variable-Depth Search. Advances in Computer Games 9, pdf
- Yngvi Björnsson, Mark Winands (2001). YL wins Lines of Action tournament. ICGA Journal, Vol. 24, No. 3 » 6th Computer Olympiad
2002
- Yngvi Björnsson (2002). Selective Depth-First Game-Tree Search. Ph.D. thesis, University of Alberta
- Yngvi Björnsson, Tony Marsland (2002). Learning Control of Search Extensions. Proceedings of the 6th Joint Conference on Information Sciences (JCIS 2002), pdf
- Yngvi Björnsson, Mark Winands (2002). YL wins Lines of Action tournament. ICGA Journal, Vol. 25, No. 3 » 7th Computer Olympiad
2003
- Darse Billings, Yngvi Björnsson (2003). Search and Knowledge in Lines of Action. Advances in Computer Games 10, pdf
- Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck (2003). Solving 7x7 Hex: Virtual Connections and Game-state Reduction. Advances in Computer Games 10, pdf
- Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Rob Lake, Paul Lu, Steve Sutphen (2003). Building the Checkers 10-Piece Endgame Databases. Advances in Computer Games 10
- Yngvi Björnsson, Markus Enzenberger, Robert Holte, Jonathan Schaeffer, Peter Yap (2003). Comparison of Different Grid Abstractions for Pathfinding on Maps. IJCAI 2003, pdf
2004
- Yngvi Björnsson, Vignir Hafsteinsson, Ársæll Jóhannsson, Einar Jónsson (2004). Efficient Use of Reinforcement Learning in a Computer Game. in Computer Games: Artificial Intellignece, Design and Education (CGAIDE'04), pdf
- Jan Willemson, Yngvi Björnsson (2004). Six wins Hex tournament. ICGA Journal, Vol. 27, No. 3 » 9th Computer Olympiad
2005
- Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck (2005). Solving 7x7 Hex with domination, fill-in, and virtual connections. Theoretical Computer Science, 349(2):123–139, 2005. pdf
- Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller, Rob Lake, Paul Lu, Steve Sutphen (2005). Solving Checkers. IJCAI 2005, pdf
- Yngvi Björnsson, Markus Enzenberger, Robert Holte, Jonathan Schaeffer (2005). Fringe Search: Beating A* at Pathfinding on Game Maps. pdf
- Yngvi Björnsson, Jonathan Schaeffer, Nathan Sturtevant (2005). Partial Information Endgame Databases. Advances in Computer Games 11, pdf, pdf
- Yngvi Björnsson, Jaap van den Herik (2005). The 13th World Computer-Chess Championship. ICGA Journal, Vol. 28, No. 3 » WCCC 2005
- Yngvi Björnsson (2005). Report on the 13th World Computer Chess Championship. BNVKI Newsletter, October 2005, pdf
2006
- Jaap van den Herik, Yngvi Björnsson, Nathan S. Netanyahu (eds.) (2006). Computers and Games: 4th International Conference. CG 2004
- Yngvi Björnsson, Ryan Hayward, Michael Johanson, Jack van Rijswijck (2006). Dead Cell Analysis in Hex and the Shannon Game. In Graph Theory in Paris: Proceedings of a Conference in Memory of Claude Berge (CT'04 Paris), zipped ps
- Sverrir Sigmundarson, Yngvi Björnsson. (2006). Value Back-Propagation vs. Backtracking in Real-Time Search. In Proceedings of the National Conference on Artificial Intelligence ( AAAI), Workshop on Learning For Search, AAAI Press, pdf
- Yngvi Björnsson, Jónheiður Ísleifsdóttir (2006). Tools for debugging large game trees. 11th Game Programming Workshop, Hakone, Japan
2007
- Yngvi Björnsson, Jónheiður Ísleifsdóttir (2007). GTQL: A Query Language for Game Trees. CGW 2007 [15]
- Vadim Bulitko, Yngvi Björnsson, Mitja Luvstrek, Jonathan Schaeffer, Sverrir Sigmundarson (2007). Dynamic Control in Path-Planning with Real-Time Heuristic Search. In Proceedings of the International Conference on Automated Planning and Scheduling (ICAPS'07), September 22-26, Providence, RI, USA, 2007. pdf
- Jonathan Schaeffer, Neil Burch, Yngvi Björnsson, Akihiro Kishimoto, Martin Müller, Rob Lake, Paul Lu, Steve Sutphen (2007). Checkers is Solved. Science, Vol. 317, no. 5844
2008
- Hilmar Finnsson, Yngvi Björnsson. (2008). Simulation-Based Approach to General Game Playing. In The Twenty-Third AAAI Conference on Artificial Intelligence, AAAI Press, 2008. Accepted. pdf, pdf
- Mark Winands, Yngvi Björnsson. (2008). Enhanced Realization Probability Search. New Mathematics and Natural Computation, Vol. 3, No. 6
- Mark Winands, Yngvi Björnsson, Jahn-Takeshi Saito (2008). Monte-Carlo Tree Search Solver. CG 2008, pdf
- Jónheiður Ísleifsdóttir, Yngvi Björnsson. (2008). GTQ: A Language and Tool for Game-Tree Analysis. CG 2008, pdf
2009
- Mark Winands, Yngvi Björnsson (2009). Evaluation Function Based Monte-Carlo LOA. pdf [16]
- Yngvi Björnsson, Vadim Bulitko, Nathan Sturtevant (2009). TBA*: Time-Bounded A*. IJCAI 2009, pdf
2010 …
- Pálmi Skowronski, Yngvi Björnsson, Mark Winands (2010). Automated Discovery of Search-Extension Features. Advances in Computer Games 12, pdf
- Nathan Sturtevant, Vadim Bulitko, Yngvi Björnsson (2010). On Learning In Agent-Centered Search. AAMAS 2010. pdf
- Mark Winands, Yngvi Björnsson, Jahn-Takeshi Saito (2010). Monte Carlo Tree Search in Lines of Action. Transactions on Computational Intelligence and AI in Games, Vol. 2, No. 4
- Michael Genesereth, Yngvi Björnsson (2013). The International General Game Playing Competition. AI Magazine, Vol. 34, No. 2
- Yngvi Björnsson, Stephan Schiffel (2013). Comparison of GDL Reasoners. IJCAI 2013 [17]
- Tristan Cazenave, Mark Winands, Yngvi Björnsson (eds.) (2014). Computer Games. ECAI CGW 2014 [18]
2020 …
- Aðalsteinn Pálsson, Yngvi Björnsson (2021). Evaluating Interpretability Methods for DNNs in Game-Playing Agents. Advances in Computer Games 17
External Links
- Yngvi Björnsson’s homepage
- Yngvi Björnsson’s ICGA Tournaments
- The Mathematics Genealogy Project - Yngvi Bjornsson
References
- ↑ Photo from Yngvi Björnsson’s homepage
- ↑ Yngvi Björnsson Curriculum Vitae (pdf)
- ↑ Games research group
- ↑ Yngvi Björnsson’s ICGA Tournaments
- ↑ Yngvi Björnsson (2002). Selective Depth-First Game-Tree Search. Ph.D. thesis, University of Alberta
- ↑ Yngvi Björnsson, Tony Marsland, Jonathan Schaeffer, Andreas Junghanns (1997). Searching with Uncertainty Cut-offs. ICCA Journal, Vol. 20, No. 1
- ↑ Yngvi Björnsson, Tony Marsland, Jonathan Schaeffer, Andreas Junghanns (1997). Searching with Uncertainty Cut-offs. Advances in Computer Chess 8
- ↑ Yngvi Björnsson, Tony Marsland (2001). Multi-cut Alpha-Beta Pruning in Game Tree Search. Theoretical Computer Science, Vol. 252, pdf
- ↑ Mind Sports Olympiad, England, August 2000 by Aaron Davidson
- ↑ Chinook Authors
- ↑ Cadiaplayer - A powerful general game-playing engine
- ↑ ICGA Reference Database
- ↑ Yngvi Björnsson’s Publictions
- ↑ Yngvi Björnsson from Microsoft Academic Search
- ↑ Jónheiður Ísleifsdóttir (2007). GTQL: A Query Language for Game Trees. M.Sc. thesis, Reykjavík University, pdf
- ↑ Monte Carlo in LOA by BB+, OpenChess Forum, December 30, 2010
- ↑ Game Description Language from Wikipedia
- ↑ Mark Winands, Tristan Cazenave (2014). ECAI Computer Games Workshop. ICGA Journal, Vol. 37, No. 4