VLDB 2026 Research / reviewers in the wild / expert
Michael Buro
dblp:26/2020
· DBLP profile ↗
28ranked-venue papers
7as first author
5since 2021 · last 2025
0000-0002-5382-7592ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 22 · 6 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3Theory of computation · 2 · 1 first-authorComputer networks · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
17 papers |
Planning, search and constraint satisfaction · 51% Reinforcement learning · 22% Multi-agent systems · 16% | |
| Theoretical computer science
5 papers |
Computational complexity · 44% Algorithms and data structures · 40% Algorithmic game theory and mechanism design · 11% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Performance modeling and evaluation · 100% |
Topics — the 27 heaviest of 34, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search |
1.1 | 4 | 2025 | Subgoal-Guided Policy Heuristic Search with Learned Subgoals · ICML 2025 Using Payoff-Similarity to Speed Up Search · IJCAI 2011 Minimum Proof Graphs and Fastest-Cut-First Search Heuristics · IJCAI 2009 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.7 | 4 | 2019 | Improving Search with Supervised Learning in Trick-Based Card Games · AAAI 2019 Alpha-Beta Pruning for Games with Simultaneous Moves · AAAI 2012 Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search · AAAI 2010 |
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.7 | 1 | 2023 | History Filtering in Imperfect Information Games: Algorithms and Complexity · NeurIPS 2023 |
Algorithms and data structures › randomized algorithms › sampling
markov chain monte carlo |
0.7 | 1 | 2023 | History Filtering in Imperfect Information Games: Algorithms and Complexity · NeurIPS 2023 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.6 | 3 | 2019 | Improving Search with Supervised Learning in Trick-Based Card Games · AAAI 2019 Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search · AAAI 2010 Improving State Evaluation, Inference, and Search in Trick-Based Card Games · IJCAI 2009 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.5 | 2 | 2019 | Improving Search with Supervised Learning in Trick-Based Card Games · AAAI 2019 Real-Time Opponent Modeling in Trick-Taking Card Games · IJCAI 2011 |
Machine learning › Efficient and distributed learning
distributed training |
0.5 | 1 | 2021 | Inference-Based Deterministic Messaging For Multi-Agent Communication · AAAI 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
multi-agent communication |
0.5 | 1 | 2021 | Inference-Based Deterministic Messaging For Multi-Agent Communication · AAAI 2021 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination |
0.5 | 1 | 2021 | Inference-Based Deterministic Messaging For Multi-Agent Communication · AAAI 2021 |
Performance modeling and evaluation › performance prediction
execution time prediction |
0.5 | 1 | 2021 | Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions · AAAI 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
adversarial planning |
0.2 | 1 | 2015 | Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games · IJCAI 2015 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
hierarchical planning |
0.2 | 1 | 2015 | Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games · IJCAI 2015 |
Machine learning › Probabilistic and Bayesian machine learning › deep probabilistic models › bayesian deep learning
bayesian neural networks |
0.1 | 1 | 2021 | Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions · AAAI 2021 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.1 | 1 | 2021 | Inference-Based Deterministic Messaging For Multi-Agent Communication · AAAI 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search › minimax search
alpha-beta pruning |
0.1 | 1 | 2012 | Alpha-Beta Pruning for Games with Simultaneous Moves · AAAI 2012 |
Algorithmic game theory and mechanism design
game solving |
0.1 | 1 | 2012 | Alpha-Beta Pruning for Games with Simultaneous Moves · AAAI 2012 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.1 | 1 | 2011 | Real-Time Opponent Modeling in Trick-Taking Card Games · IJCAI 2011 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
pathfinding |
0.1 | 2 | 2006 | Efficient Triangulation-Based Pathfinding · AAAI 2006 Partial Pathfinding Using Map Abstraction and Refinement · AAAI 2005 |
Games and playful interaction › game genre
real-time strategy games |
0.1 | 2 | 2015 | Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games · IJCAI 2015 Real-Time Strategy Games: A New AI Research Challenge · IJCAI 2003 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
concurrent actions |
0.1 | 1 | 2007 | Concurrent Action Execution with Shared Fluents · AAAI 2007 |
Robotics › Motion planning and robot control
motion planning |
0.1 | 1 | 2006 | Efficient Triangulation-Based Pathfinding · AAAI 2006 |
Computational geometry
triangulation |
0.1 | 1 | 2006 | Efficient Triangulation-Based Pathfinding · AAAI 2006 |
Computational complexity › complexity classes › PSPACE
PSPACE-completeness |
0.1 | 1 | 2005 | Generalized Amazons is PSPACE-Complete · IJCAI 2005 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
minimax search |
0.0 | 1 | 2002 | Improving heuristic mini-max search by supervised learning · Artif. Intell. 2002 |
Algorithmic game theory and mechanism design
imperfect information games |
0.0 | 1 | 2010 | Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search · AAAI 2010 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
action representation |
0.0 | 1 | 2007 | Concurrent Action Execution with Shared Fluents · AAAI 2007 |
Combinatorics and discrete mathematics
combinatorial game |
0.0 | 1 | 2005 | Generalized Amazons is PSPACE-Complete · IJCAI 2005 |
Methods — techniques the papers use, named apart from their topics
value function · 1.3markov chain monte carlo · 1.3depth-limited search · 1.3bayesian neural network · 1.0subgoal learning · 0.9policy tree search · 0.9signaling game · 0.5reinforcement learning · 0.5decentralized training · 0.5supervised learning · 0.4minimax search · 0.1linear programming · 0.1alpha-beta pruning · 0.1synthetic game tree analysis · 0.1triangulation-based pathfinding · 0.1complexity reduction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Subgoal-Guided Policy Heuristic Search with Learned SubgoalsabstractPolicy tree search is a family of tree search algorithms that use a policy to guide the search. These algorithms provide guarantees on the number of expansions required to solve a given problem that are based on the quality of the policy. While these algorithms have shown promising results, the process in which they are trained requires complete solution trajectories to train the policy. Search trajectories are obtained during a trial-and-error search process. When the training problem instances are hard, learning can be prohibitively costly, especially when starting from a randomly initialized policy. As a result, search samples are wasted in failed attempts to solve these hard instances. This paper introduces a novel method for learning subgoal-based policies for policy tree search algorithms. The subgoals and policies conditioned on subgoals are learned from the trees that the search expands while attempting to solve problems, including the search trees of failed attempts. We empirically show that our policy formulation and training method improve the sample efficiency of learning a policy and heuristic function in this online setting. Jake Tuero, Michael Buro, Levi Lelis |
ICML | 2 |
| 2023 | History Filtering in Imperfect Information Games: Algorithms and ComplexityabstractHistorically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require *subgame decomposition* - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware.
Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game *Oh Hell*.
These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings. Christopher Solinas, Douglas Rebstock, Nathan R. Sturtevant, Michael Buro |
NeurIPS | 4 |
| 2022 | Online Multiple-Pedestrian Tracking With Detection-Pair-Based Graph Convolutional NetworksabstractThe typical Internet of Things application, unattended driving systems, will need the ability to recognize relevant traffic participants and detect dangerous situations ahead of time. An important component of these systems is one that is able to distinguish pedestrians and track their motion to make intelligent driving decisions. This article develops a high-accuracy multiple pedestrian tracking algorithm which is vital for intelligent transportation. Here, we use the off-the-shelf detectors and explore the benefits of modeling pedestrian interactions, such as the interaction of two pedestrians simultaneously matched to two pedestrians in another frame, for robust detection association. Explicitly studying interactions is nontrivial. Previous works often manually selected interacting detections (or “tracklets”) to simplify the association process. In this article, we propose a novel association method based on deep graph convolutional affinity networks (DGCANs) and extend detection-level interactions to the association-level, which treats a potential association of a detection pair as a node in the graph, and explicitly modeling the interactions among potential associations. Specifically, with the novel node, two corresponding edges are readily designed to model the compatible and colliding interactions between related associations. Our proposed method, by redefining nodes and edges, enables us to blend sufficient interaction cues from appearance and motion and learns a robust affinity measure in an end-to-end fashion. Using the Hungarian algorithm as an online tracker, our method archives state-of-the-art performance on benchmark data sets 2-D MOT15, MOT16, and MOT17. Weijiang Feng, Long Lan, Michael Buro, Zhigang Luo |
IEEE Internet Things J. | 3 |
| 2021 | Inference-Based Deterministic Messaging For Multi-Agent CommunicationabstractCommunication is essential for coordination among humans and animals. Therefore, with the introduction of intelligent agents into the world, agent-to-agent and agent-to-human communication becomes necessary. In this paper, we first study learning in matrix-based signaling games to empirically show that decentralized methods can converge to a suboptimal policy. We then propose a modification to the messaging policy, in which the sender deterministically chooses the best message that helps the receiver to infer the sender's observation. Using this modification, we see, empirically, that the agents converge to the optimal policy in nearly all the runs. We then apply this method to a partially observable gridworld environment which requires cooperation between two agents and show that, with appropriate approximation methods, the proposed sender modification can enhance existing decentralized training methods for more complex domains as well. Varun Bhatt, Michael Buro |
AAAI | 2 |
| 2021 | Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions
Jake Tuero, Michael Buro |
AAAI | 2 |
| 2019 | Improving Search with Supervised Learning in Trick-Based Card GamesabstractIn trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how well the sampling distribution corresponds the true distribution. Despite this, recent work in trick-taking card game AI has mainly focused on improving evaluation algorithms with limited work on improving sampling. In this paper, we focus on the effect of sampling on the strength of a player and propose a novel method of sampling more realistic states given move history. In particular, we use predictions about locations of individual cards made by a deep neural network — trained on data from human gameplay — in order to sample likely worlds for evaluation. This technique, used in conjunction with Perfect Information Monte Carlo (PIMC) search, provides a substantial increase in cardplay strength in the popular trick-taking card game of Skat. Christopher Solinas, Douglas Rebstock, Michael Buro |
AAAI | 3 |
| 2019 | Robust Continuous Build-Order Optimization in StarCraftabstractTo solve complex real-world planning problems it is often beneficial to decompose tasks into high-level and low-level components and optimize actions separately. Examples of such modularization include car navigation (a high-level path planning problem) and obstacle avoidance (a lower-level control problem), and decomposing playing policies in modern video games into strategic ("macro") and tactical ("micro") components. In real-time strategy (RTS) video games such as StarCraft, players face decision problems ranging from economic development to maneuvering units in combat situations. A popular strategy employed in building AI agents for complex games like StarCraft is to use this strategy of task decomposition to construct separate AI systems for each of these sub-problems, combining them to form a complete game-playing agent. Existing AI systems for such games often contain build-order planning systems that attempt to minimize makespans for constructing specific sets of units, which are typically decided by hand-coded human expert knowledge rules. Drawbacks of this approach include the human expert effort involved in constructing these rules, as well as a lack of online adaptability to unforeseen circumstances, which can lead to brittle behavior that can be exploited by more advanced opponents. In this paper we introduce a new robust build-order planning system for RTS games that automatically produces build-orders which optimize unit compositions toward strategic game concepts (such as total unit firepower), without the need for specific unit goals. When incorporated into an existing StarCraft AI agent in a real tournament setting, it outperformed the previous state-of-the-art planning system which relied on human expert knowledge rules for deciding unit compositions. David Churchill, Michael Buro, Richard Kelly |
CoG | 2 |
| 2019 | Learning Policies from Human Data for SkatabstractDecision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in large games comes with the use of a forward model and powerful state abstractions. In trick-taking card games like Bridge or Skat, large information sets and an inability to advance the simulation without fully determinizing the state make forward search problematic. Furthermore, state abstractions can be especially difficult to construct because the precise holdings of each player directly impact move values. In this paper we explore learning model-free policies for Skat from human game data using deep neural networks (DNN). We produce a new state-of-the-art system for bidding and game declaration by introducing methods to a) directly vary the aggressiveness of the bidder and b) declare games based on expected value while mitigating issues with rarely observed state-action pairs. Although cardplay policies learned through imitation are slightly weaker than the current best search-based method, they run orders of magnitude faster. We also explore how these policies could be learned directly from experience in a reinforcement learning setting and discuss the value of incorporating human data for this task. Douglas Rebstock, Christopher Solinas, Michael Buro |
CoG | 3 |
| 2019 | Policy Based Inference in Trick-Taking Card GamesabstractTrick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating extremely large information sets. As a result, these games become too large to solve. To deal with these issues many algorithms employ inference, the estimation of the probability of states within an information set. In this paper, we demonstrate a Policy Based Inference (PI) algorithm that uses player modelling to infer the probability we are in a given state. We perform experiments in the German trick-taking card game Skat, in which we show that this method vastly improves the inference as compared to previous work, and increases the performance of the state-of-the-art Skat AI system Kermit when it is employed into its determinized search algorithm. Douglas Rebstock, Christopher Solinas, Michael Buro, Nathan R. Sturtevant |
CoG | 3 |
| 2018 | Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy GamesabstractSignificant progress has been made in recent years toward stronger real-time strategy (RTS) game playing agents. Some of the latest approaches have focused on enhancing standard game tree search techniques with a smart sampling of the search space, or on directly reducing this search space. However, experiments have thus far only been performed using small scenarios. We provide experimental results on the performance of these agents on increasingly larger scenarios. Our main contribution is Puppet Search, a new adversarial search framework that reduces the search space by using scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents an abstract move to be applied next. Such moves can be directly executed in the actual game, or in an abstract representation of the game state, which can be used by an adversarial tree search algorithm. We tested Puppet Search in μRTS, an abstract RTS game popular within the research community, allowing us to directly compare our algorithm against state-of-the-art agents published in the last few years. We show a similar performance to other scripted and search based agents on smaller scenarios, while outperforming them on larger ones. Nicolas A. Barriga, Marius Stanescu, Michael Buro |
IEEE Trans. Games | 3 |
| 2016 | Guest Editorial Real-Time Strategy Games
Michael Buro, Santiago Ontañón, Mike Preuss |
IEEE Trans. Comput. Intell. AI Games | 1 |
| 2015 | Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games
Santiago Ontañón, Michael Buro |
IJCAI | 2 |
| 2014 | Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy GamesabstractReal-Time Strategy (RTS) video games have proven to be a very challenging application area for Artificial Intelligence research. Existing AI solutions are limited by vast state and action spaces and real-time constraints. Most implementations efficiently tackle various tactical or strategic sub-problems, but there is no single algorithm fast enough to be successfully applied to full RTS games. This paper introduces a hierarchical adversarial search framework which implements a different abstraction at each level — from deciding how to win the game at the top of the hierarchy to individual unit orders at the bottom. Marius Stanescu, Nicolas A. Barriga, Michael Buro |
ECAI | 3 |
| 2012 | Alpha-Beta Pruning for Games with Simultaneous MovesabstractAlpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning. Abdallah Saffidine, Hilmar Finnsson, Michael Buro |
AAAI | 3 |
| 2011 | Using Payoff-Similarity to Speed Up Search
Timothy Furtak, Michael Buro |
IJCAI | 2 |
| 2011 | Real-Time Opponent Modeling in Trick-Taking Card GamesabstractAs adversarial environments become more complex, it is increasingly crucial for agents to exploit the mistakes of weaker opponents, particularly in the context of winning tournaments and competitions. In this work, we present a simple post processing technique, which we call Perfect Information Post-Mortem Analysis (PIPMA), that can quickly assess the playing strength of an opponent in certain classes of game environments. We apply this technique to skat, a popular German card game, and show that we can achieve substantial performance gains against not only players weaker than our program, but against stronger players as well. Most importantly, PIPMA can model the opponent after only a handful of games. To our knowledge, this makes our work the first successful example of an opponent modelling technique that can adapt its play to a particular opponent in real time in a complex game setting. Jeffrey Richard Long, Michael Buro |
IJCAI | 2 |
| 2010 | Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree SearchabstractPerfect Information Monte Carlo (PIMC) search is a practical technique for playing imperfect information games that are too large to be optimally solved. Although PIMC search has been criticized in the past for its theoretical deficiencies, in practice it has often produced strong results in a variety of domains. In this paper, we set out to resolve this discrepancy. The contributions of the paper are twofold. First, we use synthetic game trees to identify game properties that result in strong or weak performance for PIMC search as compared to an optimal player. Second, we show how these properties can be detected in real games, and demonstrate that they do indeed appear to be good predictors of the strength of PIMC search. Thus, using the tools established in this paper, it should be possible to decide a priori whether PIMC search will be an effective approach to new and unexplored games. Jeffrey Richard Long, Nathan R. Sturtevant, Michael Buro, Timothy Furtak |
AAAI | 3 |
| 2009 | Improving State Evaluation, Inference, and Search in Trick-Based Card Games
Michael Buro, Jeffrey Richard Long, Timothy Furtak, Nathan R. Sturtevant |
IJCAI | 1 |
| 2009 | Minimum Proof Graphs and Fastest-Cut-First Search Heuristics
Timothy Furtak, Michael Buro |
IJCAI | 2 |
| 2007 | Concurrent Action Execution with Shared Fluents
Michael Buro, Alexander Kovarsky |
AAAI | 1 |
| 2006 | Efficient Triangulation-Based Pathfinding
Douglas Demyen, Michael Buro |
AAAI | 2 |
| 2005 | Partial Pathfinding Using Map Abstraction and Refinement
Nathan R. Sturtevant, Michael Buro |
AAAI | 2 |
| 2005 | Generalized Amazons is PSPACE-Complete
Timothy Furtak, Masashi Kiyomi, Takeaki Uno, Michael Buro |
IJCAI | 4 |
| 2005 | Tuning evaluation functions by maximizing concordance
Dave Gomboc, Michael Buro, T. Anthony Marsland |
Theor. Comput. Sci. | 2 |
| 2003 | Real-Time Strategy Games: A New AI Research Challenge
Michael Buro |
IJCAI | 1 |
| 2002 | Improving heuristic mini-max search by supervised learning
Michael Buro |
Artif. Intell. | 1 |
| 1995 | Statistical Feature Combination for the Evaluation of Game PositionsabstractThis article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent meaning are estimated by means of logistic regression, Fisher's linear discriminant, and the quadratic discriminant function for normally distributed features. Thereafter, the playing strengths are compared by means of tournaments between the resulting versions of a world-class Othello program. In this application, logistic regression - which is used here for the first time in the context of game playing - leads to better results than the other approaches. Michael Buro |
J. Artif. Intell. Res. | 1 |
| 1993 | On the Maximum Length of Huffman Codes
Michael Buro |
Inf. Process. Lett. | 1 |