Hendrik Baier

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21ranked-venue papers
11as first author
12since 2021 · last 2026
0000-0002-7211-8070ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 19 · 9 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author
YearPublicationVenuePosition
2026 Explanations for Sequential Decision-Making - an Overview
abstract
In this paper, we highlight the field of explainable sequential decision making. We discuss how the problem of explaining sequential decisions gives rise to problems and challenges that are absent from scenarios that focus on explaining single-shot decision making. We provide a short survey of some of the more prominent subareas within explainable sequential decision-making and their unique focuses and blind spots. Here, we argue that we need to go beyond simply focusing on individual subareas like explainable planning, reinforcement learning, or robotics, and move towards studying and tackling the more general problem of explainable sequential decision-making. Such a holistic approach will not only allow us to identify previously ignored problems, but also provide us with the ability to transfer ideas and intuitions from one subarea of explainable sequential decision-making to another. We end the paper with a discussion on future directions and some of the most pressing open questions.
Hendrik Baier, Mark T. Keane, Sarath Sreedharan, Silvia Tulli
AAAI1
2025 Algorithm Configuration in Sequential Decision-Making
Luca Begnardi, Bart von Meijenfeldt, Yingqian Zhang 0001, Willem van Jaarsveld, Hendrik Baier
CPAIOR (1)5
2025 Combining LLMs with a Logic-Based Framework to Explain MCTS
Ziyan An, Hendrik Baier, Zirong Chen, Abhishek Dubey, Taylor T. Johnson, Jonathan Sprinkle, Ayan Mukhopadhyay, Meiyi Ma
AAMAS3
2025 InnateCoder: Learning Programmatic Options with Foundation Models
abstract
Outside of transfer learning settings, reinforcement learning agents start their learning process from a clean slate. As a result, such agents have to go through a slow process to learn even the most obvious skills required to solve a problem. In this paper, we present InnateCoder, a system that leverages human knowledge encoded in foundation models to provide programmatic policies that encode ``innate skills'' in the form of temporally extended actions, or options. In contrast to existing approaches to learning options, InnateCoder learns them from the general human knowledge encoded in foundation models in a zero-shot setting, and not from the knowledge the agent gains by interacting with the environment. Then, InnateCoder searches for a programmatic policy by combining the programs encoding these options into larger and more complex programs. We hypothesized that InnateCoder's way of learning and using options could improve the sampling efficiency of current methods for learning programmatic policies. Empirical results in MicroRTS and Karel the Robot support our hypothesis, since they show that InnateCoder is more sample efficient than versions of the system that do not use options or learn them from experience.
Rubens O. Moraes, Quazi Asif Sadmine, Hendrik Baier, Levi Lelis
IJCAI3
2025 Novelty in Monte Carlo Tree Search
abstract
Novelty search has shown benefits in different fields, such as evolutionary computing, classical AI planning, and deep reinforcement learning. Searching for novelty instead of, or in addition to, directly maximizing the search objective, aims at avoiding dead ends and local minima, and overall improving exploration. We propose and test the integration of novelty into Monte Carlo Tree Search (MCTS), a popular framework for online RL planning, by linearly combining value estimates with novelty scores during the selection phase of MCTS. We adapt four different novelty measures from the literature (evaluation novelty, state-pseudocounts, feature-pseudocounts, and frequency-thresholding), integrate them into MCTS, and test them in six board games (Connect4,Othello,Breakthrough,Knightthrough,AtariGo, andGomoku). Experiments show improvements for MCTS in a wide range of settings, covering both guidance by handcoded heuristics and neural networks. The results demonstrate potential for these optimistic novelty estimates to achieve online generalisation of uncertainty during search.
Hendrik Baier, Michael Kaisers
IEEE Trans. Games1
2024 Enabling MCTS Explainability for Sequential Planning Through Computation Tree Logic
abstract
Monte Carlo tree search (MCTS) is one of the most capable online search algorithms for sequential planning tasks, with significant applications in areas such as resource allocation and transit planning. Despite its strong performance in real-world deployment, the inherent complexity of MCTS makes it challenging to understand for users without technical background. This paper considers the use of MCTS in transportation routing services, where the algorithm is integrated to develop optimized route plans. These plans are required to meet a range of constraints and requirements simultaneously, further complicating the task of explaining the algorithm’s operation in real-world contexts. To address this critical research gap, we introduce a novel computation tree logic-based explainer for MCTS. Our framework begins by taking user-defined requirements and translating them into rigorous logic specifications through the use of language templates. Then, our explainer incorporates a logic verification and quantitative evaluation module that validates the states and actions traversed by the MCTS algorithm. The outcomes of this analysis are then rendered into human-readable descriptive text using a second set of language templates. The user satisfaction of our approach was assessed through a survey with 82 participants. The results indicated that our explanatory approach significantly outperforms other baselines in user preference.
Ziyan An, Hendrik Baier, Abhishek Dubey, Ayan Mukhopadhyay, Meiyi Ma
ECAI2
2023 Deep Reinforcement Learning for Two-sided Online Bipartite Matching in Collaborative Order Picking
Luca Begnardi, Hendrik Baier, Willem van Jaarsveld, Yingqian Zhang 0001
ACML2
2023 BRExIt: On Opponent Modelling in Expert Iteration
abstract
Finding a best response policy is a central objective in game theory and multi-agent learning, with modern population-based training approaches employing reinforcement learning algorithms as best-response oracles to improve play against candidate opponents (typically previously learnt policies). We propose Best Response Expert Iteration (BRExIt), which accelerates learning in games by incorporating opponent models into the state-of-the-art learning algorithm Expert Iteration (ExIt). BRExIt aims to (1) improve feature shaping in the apprentice, with a policy head predicting opponent policies as an auxiliary task, and (2) bias opponent moves in planning towards the given or learnt opponent model, to generate apprentice targets that better approximate a best response. In an empirical ablation on BRExIt's algorithmic variants against a set of fixed test agents, we provide statistical evidence that BRExIt learns better performing policies than ExIt. Code available at: https://github.com/Danielhp95/on-opponent-modelling-in-expert-iteration-code. Supplementary material available at https://arxiv.org/abs/2206.00113.
Daniel Hernandez, Hendrik Baier, Michael Kaisers
IJCAI2
2022 Online Planning in POMDPs with Self-Improving Simulators
abstract
How can we plan efficiently in a large and complex environment when the time budget is limited? Given the original simulator of the environment, which may be computationally very demanding, we propose to learn online an approximate but much faster simulator that improves over time. To plan reliably and efficiently while the approximate simulator is learning, we develop a method that adaptively decides which simulator to use for every simulation, based on a statistic that measures the accuracy of the approximate simulator. This allows us to use the approximate simulator to replace the original simulator for faster simulations when it is accurate enough under the current context, thus trading off simulation speed and accuracy. Experimental results in two large domains show that when integrated with POMCP, our approach allows to plan with improving efficiency over time.
Jinke He, Miguel Suau, Hendrik Baier, Michael Kaisers, Frans A. Oliehoek
IJCAI3
2022 Value targets in off-policy AlphaZero: a new greedy backup
Daniel Willemsen, Hendrik Baier, Michael Kaisers
Neural Comput. Appl.2
2022 Correction to: Value targets in off-policy AlphaZero: a new greedy backup
Daniel Willemsen, Hendrik Baier, Michael Kaisers
Neural Comput. Appl.2
2021 ME-MCTS: Online Generalization by Combining Multiple Value Estimators
abstract
This paper addresses the challenge of online generalization in tree search. We propose Multiple Estimator Monte Carlo Tree Search (ME-MCTS), with a two-fold contribution: first, we introduce a formalization of online generalization that can represent existing techniques such as "history heuristics", "RAVE", or "OMA" -- contextual action value estimators or abstractors that generalize across specific contexts. Second, we incorporate recent advances in estimator averaging that enable guiding search by combining the online action value estimates of any number of such abstractors or similar types of action value estimators. Unlike previous work, which usually proposed a single abstractor for either the selection or the rollout phase of MCTS simulations, our approach focuses on the combination of multiple estimators and applies them to all move choices in MCTS simulations. As the MCTS tree itself is just another value estimator -- unbiased, but without abstraction -- this blurs the traditional distinction between action choices inside and outside of the MCTS tree. Experiments with three abstractors in four board games show significant improvements of ME-MCTS over MCTS using only a single abstractor, both for MCTS with random rollouts as well as for MCTS with static evaluation functions. While we used deterministic, fully observable games, ME-MCTS naturally extends to more challenging settings.
Hendrik Baier, Michael Kaisers
IJCAI1
2020 Guiding Multiplayer MCTS by Focusing on Yourself
abstract
In n-player sequential move games, the second root-player move appears at tree depth n + 1. Depending on n and time, tree search techniques can struggle to expand the game tree deeply enough to find multiple-move plans of the root player, which is often more important for strategic play than considering every possible opponent move in between. The minimax-based Paranoid search and BRS+ algorithms currently achieve state-of-the-art performance, especially at short time settings, by using a generally incorrect opponent model. This simplifying model enables Alpha-Beta pruning, thus allowing the search to reach follow-up root player moves at greater search depths. This paper introduces abstraction over opponent moves to MCTS in multiplayer games, and uses its synergies with progressive widening in order to outperform these state-of-the-art minimax-type baselines. Progressive widening makes the search tree selective and deep enough to reach the root player's next moves, and abstraction over opponent moves generalizes value estimates of the root player's moves online across different opponent moves. In contrast to paranoid search approaches, opponent models do not have to be simplified. Experiments show that combining progressive widening with opponent move abstraction (MCTS-OMA-PW) leads to improved performance in the multiplayer games Chinese Checkers, Rolit, and Focus. Our work thus paves the way for improved multiplayer search by online generalisation that focuses on the root player's actions, with the potential of improving real-time MCTS applications as well as training in expert iteration and other meta-algorithms where short time settings are relevant.
Hendrik Baier, Michael Kaisers
CoG1
2020 Opponent-Pruning Paranoid Search
abstract
This paper proposes a new search algorithm for fully observable, deterministic multiplayer games: Opponent-Pruning Paranoid Search (OPPS). OPPS is a generalization of a state-of-the-art technique for this class of games, Best-Reply Search (BRS+). Just like BRS+, it allows for Alpha-Beta style pruning through the paranoid assumption, and both deepens the tree and reduces the pessimism of the paranoid assumption through pruning of opponent moves. However, it introduces three parameters that allow for more fine-grained control over the resulting search. Empirically, we show the effectiveness of OPPS in Chinese Checkers variants with three, four, and six players, where it outperforms its special case BRS+ as well as classic maxn and Paranoid search. We conclude that OPPS opens a promising research direction for search in multiplayer board and video games, and beyond.
Hendrik Baier, Michael Kaisers
FDG1
2019 The Text-Based Adventure AI Competition
abstract
In 2016-2018 at the IEEE Conference on Computational Intelligence in Games, the authors of this paper ran a competition for agents that can play classic text-based adventure games. This competition fills a gap in existing game artificial intelligence (AI) competitions that have typically focused on traditional card/board games or modern video games with graphical interfaces. By providing a platform for evaluating agents in textbased adventures, the competition provides a novel benchmark for game AI with unique challenges for natural language understanding and generation. This paper summarizes the three competitions ran in 2016-2018 (including details of open-source implementations of both the competition framework and our competitors) and presents the results of an improved evaluation of these competitors across 20 games.
Timothy Atkinson 0001, Hendrik Baier, Tara Copplestone, Sam Devlin, Jerry Swan
IEEE Trans. Games2
2019 Emulating Human Play in a Leading Mobile Card Game
abstract
Monte Carlo tree search (MCTS) has become a popular solution for game artificial intelligence (AI), capable of creating strong game playing opponents. However, the emergent playstyle of agents using MCTS is not necessarily human-like, believable or enjoyable. AI Factory Spades, currently the top rated Spades game in the Google Play store, uses a variant of MCTS to control AI allies and opponents. In collaboration with the developers, we showed in a previous study that the playstyle of human players significantly differed from that of the AI players. This paper presents a method for player modeling using gameplay data and neural networks that does not require domain knowledge, and a method of biasing MCTS with such a player model to create Spades playing agents that emulate human play whilst maintaining strong, competitive performance. The methods of player modeling and biasing MCTS presented in this study are applied to the commercial codebase of AI Factory Spades, and are transferable to MCTS implementations for discrete-action games where relevant gameplay data are available.
Hendrik Baier, Adam Sattaur, Edward J. Powley, Sam Devlin, Jeff Rollason, Peter I. Cowling
IEEE Trans. Games1
2018 MCTS-Minimax Hybrids with State Evaluations (Extended Abstract)
abstract
Monte-Carlo Tree Search (MCTS) has been found to show weaker play than minimax-based search in some tactical game domains. In order to combine the tactical strength of minimax and the strategic strength of MCTS, MCTS-minimax hybrids have been proposed in prior work. This article continues this line of research for the case where heuristic state evaluation functions are available. Three different approaches are considered, employing minimax in the rollout phase of MCTS, as a replacement for the rollout phase, and as a node prior to bias move selection. The latter two approaches are newly proposed. Results show that the use of enhanced minimax for computing node priors results in the strongest MCTS-minimax hybrid in the three test domains of Othello, Breakthrough, and Catch the Lion. This hybrid also outperforms enhanced minimax as a standalone player in Breakthrough, demonstrating that at least in this domain, MCTS and minimax can be combined to an algorithm stronger than its parts.
Hendrik Baier, Mark H. M. Winands
IJCAI1
2018 MCTS-Minimax Hybrids with State Evaluations
abstract
Monte-Carlo Tree Search (MCTS) has been found to show weaker play than minimax-based search in some tactical game domains. This is partly due to its highly selective search and averaging value backups, which make it susceptible to traps. In order to combine the strategic strength of MCTS and the tactical strength of minimax, MCTS-minimax hybrids have been introduced, embedding shallow minimax searches into the MCTS framework. Their results have been promising even without making use of domain knowledge such as heuristic evaluation functions. This article continues this line of research for the case where evaluation functions are available. Three different approaches are considered, employing minimax with an evaluation function in the rollout phase of MCTS, as a replacement for the rollout phase, and as a node prior to bias move selection. The latter two approaches are newly proposed. Furthermore, all three hybrids are enhanced with the help of move ordering and k-best pruning for minimax. Results show that the use of enhanced minimax for computing node priors results in the strongest MCTS-minimax hybrid investigated in the three test domains of Othello, Breakthrough, and Catch the Lion. This hybrid, called MCTS-IP-M-k, also outperforms enhanced minimax as a standalone player in Breakthrough, demonstrating that at least in this domain, MCTS and minimax can be combined to an algorithm stronger than its parts. Using enhanced minimax for computing node priors is therefore a promising new technique for integrating domain knowledge into an MCTS framework.
Hendrik Baier, Mark H. M. Winands
J. Artif. Intell. Res.1
2016 Time Management for Monte Carlo Tree Search
abstract
Monte Carlo Tree Search (MCTS) is a popular approach for tree search in a variety of games. While MCTS allows for fine-grained time control, not much has been published on time management for MCTS programs under tournament conditions. This paper first investigates the effects of various time-management strategies on playing strength in the challenging game of Go. A number of domain-independent strategies are then tested in the domains Connect-4, Breakthrough, Othello, and Catch the Lion. We consider strategies taken from the literature as well as newly proposed and improved ones. Strategies include both semi-dynamic strategies that decide about time allocation for each search before it is started, and dynamic strategies that influence the duration of each move search while it is already running. Furthermore, we analyze the effects of time management strategies on the distribution of time over the moves of an average game, allowing us to partly explain their performance. In the experiments, the domain-independent strategy STOP provides a significant improvement over the state of the art in Go, and is the most effective time management strategy tested in all five domains.
Hendrik Baier, Mark H. M. Winands
IEEE Trans. Comput. Intell. AI Games1
2015 MCTS-Minimax Hybrids
abstract
Monte Carlo tree search (MCTS) is a sampling-based search algorithm that is state of the art in a variety of games. In many domains, its Monte Carlo rollouts of entire games give it a strategic advantage over traditional depth-limited minimax search with αβ pruning. These rollouts can often detect long-term consequences of moves, freeing the programmer from having to capture these consequences in a heuristic evaluation function. But due to its highly selective tree, MCTS runs a higher risk than full-width minimax search of missing individual moves and falling into traps in tactical situations. This paper proposes MCTS-minimax hybrids that integrate shallow minimax searches into the MCTS framework. Three approaches are outlined, using minimax in the selection/expansion phase, the rollout phase, and the backpropagation phase of MCTS. Without assuming domain knowledge in the form of evaluation functions, these hybrid algorithms are a first step towards combining the strategic strength of MCTS and the tactical strength of minimax. We investigate their effectiveness in the test domains of Connect-4, Breakthrough, Othello, and Catch the Lion, and relate this performance to the tacticality of the domains.
Hendrik Baier, Mark H. M. Winands
IEEE Trans. Comput. Intell. AI Games1
2010 The Power of Forgetting: Improving the Last-Good-Reply Policy in Monte Carlo Go
abstract
The dominant paradigm for programs playing the game of Go is Monte Carlo tree search. This algorithm builds a search tree by playing many simulated games (playouts). Each playout consists of a sequence of moves within the tree followed by many moves beyond the tree. Moves beyond the tree are generated by a biased random sampling policy. The recently published last-good-reply policy makes moves that, in previous playouts, have been successful replies to immediately preceding moves. This paper presents a modification of this policy that not only remembers moves that recently succeeded but also immediately forgets moves that recently failed. This modification provides a large improvement in playing strength. We also show that responding to the previous two moves is superior to responding to the previous one move. Surprisingly, remembering the win rate of every reply performs much worse than simply remembering the last good reply (and indeed worse than not storing good replies at all).
Hendrik Baier, Peter Drake
IEEE Trans. Comput. Intell. AI Games1