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Collaborated with:
David Churchill Marius Stanescu Nicolas A. Barriga Timothy Furtak N.R.Sturtevant Douglas Rebstock Christopher Solinas M. Renee Jansen Graham Kurtis Stephen Erickson Shuyi Zhang Michael Chung J.Schaeffer Franisek Sailer M.Lanctot Abdallah Saffidine Nicolas Arturo Barriga Marius Adrian Stanescu Richard Kelly Andy Hess Sergio Poo Hernandez Graham Erickson Russel Greiner
Talks about:
search (10) game (10) craft (8) star (8) strategi (5) combat (4) time (4) real (4) competit (3) polici (3)

Person: Michael Buro

DBLP DBLP: Buro:Michael

Contributed to:

CIG 20052005
AIIDE 20062006
AIIDE 20072007
CIG 20072007
AIIDE 20102010
AIIDE 20112011
AIIDE 20122012
AIIDE 20132013
CIG 20132013
AIIDE 20142014
CIG 20142014
AIIDE 20152015
CIG 20162016
AIIDE 20172017
CIG 20172017
CoG 20192019

Wrote 25 papers:

CIG-2005-ChungBS #game studies #monte carlo
Monte Carlo Planning in RTS Games (MC, MB, JS).
AIIDE-2006-SturtevantB #abstraction #collaboration #using
Improving Collaborative Pathfinding Using Map Abstraction (NRS, MB), pp. 80–85.
AIIDE-2007-JansenB
HPA* Enhancements (MRJ, MB), pp. 84–87.
CIG-2007-SailerBL #simulation
Adversarial Planning Through Strategy Simulation (FS, MB, ML), pp. 80–87.
AIIDE-2010-FurtakB #complexity #game studies #graph #on the
On the Complexity of Two-Player Attrition Games Played on Graphs (TF, MB).
AIIDE-2011-ChurchillB #optimisation #order
Build Order Optimization in StarCraft (DC, MB).
AIIDE-2012-BuroC #contest
AIIDE 2012 StarCraft Competition (MB, DC).
AIIDE-2012-ChurchillSB #game studies #heuristic #performance
Fast Heuristic Search for RTS Game Combat Scenarios (DC, AS, MB).
AIIDE-2013-BuroC #contest
AIIDE 2013 StarCraft Competition (MB, DC).
AIIDE-2013-StanescuHEGB #predict
Predicting Army Combat Outcomes in StarCraft (MS, SPH, GE, RG, MB).
CIG-2013-ChurchillB #scalability #simulation
Portfolio greedy search and simulation for large-scale combat in starcraft (DC, MB), pp. 1–8.
CIG-2013-FurtakB #game studies #monte carlo #recursion
Recursive Monte Carlo search for imperfect information games (TF, MB), pp. 1–8.
AIIDE-2014-BuroC #contest
AIIDE 2014 StarCraft Competition (MB, DC).
AIIDE-2014-EricksonB #evaluation
Global State Evaluation in StarCraft (GKSE, MB).
AIIDE-2014-StanescuBB #game studies #realtime
Hierarchical Adversarial Search Applied to Real-Time Strategy Games (MS, NAB, MB).
CIG-2014-BarrigaSB #parallel
Parallel UCT search on GPUs (NAB, MS, MB), pp. 1–7.
AIIDE-2015-BarrigaSB #behaviour #game studies #realtime
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
AIIDE-2015-ChurchillB #architecture #game studies #robust #scalability
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces (DC, MB), pp. 16–22.
AIIDE-2015-StanescuBB #predict #using
Using Lanchester Attrition Laws for Combat Prediction in StarCraft (MAS, NAB, MB), pp. 86–92.
CIG-2016-StanescuBHB #game studies #network #realtime #using
Evaluating real-time strategy game states using convolutional neural networks (MS, NAB, AH, MB), pp. 1–7.
AIIDE-2017-BarrigaSB #game studies #learning #realtime
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
CIG-2017-ZhangB #learning #policy
Improving hearthstone AI by learning high-level rollout policies and bucketing chance node events (SZ, MB), pp. 309–316.
CoG-2019-ChurchillBK #optimisation #robust
Robust Continuous Build-Order Optimization in StarCraft (DC, MB, RK), pp. 1–8.
CoG-2019-RebstockSB #learning #policy
Learning Policies from Human Data for Skat (DR, CS, MB), pp. 1–8.
CoG-2019-RebstockSBS #game studies #policy
Policy Based Inference in Trick-Taking Card Games (DR, CS, MB, NRS), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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