Yngvi Björnsson

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22ranked-venue papers
8as first author
5since 2021 · last 2025
0000-0001-5366-2639ORCID · verified

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

Artificial intelligence and machine learning · 16 · 4 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 5 since 2021Databases, data management, data science and information retrieval · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Theory of computation · 2 · 1 first-author
YearPublicationVenuePosition
2025 Framework for Generating State-Space Graphs
abstract
Game-playing agents for abstract board games almost universally employ state-space search for thinking ahead. Ideally, when new search enhancements are introduced, their effectiveness is investigated in different game-playing domains to better highlight their relative strengths and weaknesses. We present a highly configurable open-source framework for generating synthetic state-spaces for combinatorial games to better facilitate an in-depth exploration of new search enhancements.
Michael Joseph Ericson, Sindri Sigpórsson, Hrafn Örlygsson, Yngvi Björnsson, Stephan Schiffel
CoG4
2024 Empirical Evaluation of Concept Probing for Game-Playing Agents
abstract
Concept probing is one prominent methodology for interpreting and analyzing (deep) neural network models. It has, for example, formed the backbone of several recent works to understand better the high-level knowledge learned and employed by game-playing agents, particularly in chess. However, some recent theoretical and empirical studies have questioned the methodology’s reliability and highlighted some limitations. Here, in the game-playing domain of chess, we investigate the effectiveness of several different probing architectures and look into the reliability of methods for interpreting their results. We use a world-class chess-playing agent as our test domain, which allows us, via self-play, to quantify the importance of the concepts identified in the agent’s neural network by the concept probes. Our results demonstrate that the widespread practice of using linear probes and interpreting their accuracy to indicate concept importance is somewhat unreliable and needs to be revised. We demonstrate several ways of doing that in our domain, particularly by using more complex probes and amnesic-like probing.
Aðalsteinn Pálsson, Yngvi Björnsson
ECAI2
2023 Expediting Self-Play Learning in AlphaZero-Style Game-Playing Agents
abstract
One of the main appeals of AlphaZero-style game-playing agents, which combine deep learning and Monte Carlo Tree Search, is that they can be trained autonomously without external expert-level domain knowledge. However, training such agents is generally computationally expensive, with the most computationally time-consuming step being generating training data via self-play. Here we propose an improved strategy for generating self-play training data, resulting in higher-quality samples, especially in earlier training phases. The new strategy initially emphasizes the latter game phases and gradually extends those phases to entire games as the training progresses. In our test domains, the games Connect4 and Breakthrough, we show that game-playing agents using the improved training approach learn significantly faster than counterpart agents using a standard approach. Furthermore, we empirically show that the proposed strategy is (in our test domains) superior to several recently proposed strategies for expediting self-play learning in game playing.
Yngvi Björnsson, Róbert Leó Þormar Jónsson, Sigurjón Ingi Jónsson
ECAI1
2023 Unveiling Concepts Learned by a World-Class Chess-Playing Agent
abstract
In recent years, the state-of-the-art agents for playing abstract board games, like chess and others, have moved from using intricate hand-crafted models for evaluating the merits of individual game states toward using neural networks (NNs). This development has eased the encapsulation of the relevant domain-specific knowledge and resulted in much-improved playing strength. However, this has come at the cost of making the resulting models ill-interpretable and challenging to understand and use for enhancing human knowledge. Using a world-class superhuman-strength chess-playing engine as our testbed, we show how recent model probing interpretability techniques can shed light on concepts learned by the engine's NN. Furthermore, to gain additional insight, we contrast the game-state evaluations of the NN to that of its counterpart hand-crafted evaluation model and identify and explain some of the main differences.
Aðalsteinn Pálsson, Yngvi Björnsson
IJCAI2
2021 Searching for Explainable Solutions in Sudoku
abstract
Explainable AI is an emerging field that studies how to explain the rationality behind the decisions of intelligent computer-based systems in human-understandable terms. The research-focus so far has though almost exclusively been on model interpretability, in particular, on trying to explain the learned concepts of (deep) neural networks. However, for many tasks, constraint- or heuristic-based search is also an integral part of the decision-making process of intelligent systems, for example, in planning and game-playing agents. This paper explores how to alter the search-based reasoning process used in such agents to generate more easily human-explainable solutions, using the domain of Sudoku puzzles as our test-bed. We model the perceived human mental effort of using different familiar Sudoku solving techniques. Based on that, we show how to find an explanation understandable to human players of varying expert levels, and evaluate the algorithm empirically on a wide range of puzzles of different difficulty.
Yngvi Björnsson, Sigurður Helgason, Aðalsteinn Pálsson
CoG1
2014 Efficiency of GDL Reasoners
abstract
The variety of open-source game description language (GDL) reasoners available to newcomers to general game playing (GGP) lowers the technical barrier of entering the field. This variety, however, also makes it more complicated to decide on a fitting reasoner for a given GGP project, considering the project's objectives, ambitions, and technical constraints. This paper gives an overview of available GDL reasoners, discusses their main pros and cons, and, most importantly, quantifies their relative reasoning performance on a number of games (in terms of nodes searched per second), showing two orders of magnitude difference in some cases. We similarly quantify the performance difference between game playing systems specifically designed for playing a single game on the one hand, and GGP systems on the other hand, witnessing up to several orders of magnitude difference.
Stephan Schiffel, Yngvi Björnsson
IEEE Trans. Comput. Intell. AI Games2
2014 Decaying Simulation Strategies
abstract
The aim of general game playing (GGP) is to create programs capable of playing a wide range of different games at an expert level, given only the rules of the game. The most successful GGP programs currently employ simulation-based Monte Carlo tree search (MCTS). The performance of MCTS depends heavily on the simulation strategy used. In this paper, we investigate the application of a decay factor for two domain-independent simulation strategies: the N-gram selection technique (NST) and the move-average sampling technique (MAST). Three decay factor methods, called move decay, batch decay, and simulation decay, are applied. Furthermore, a combination of move decay and simulation decay is also tested. The decay variants are implemented in the GGP program CadiaPlayer. Four types of games are used: turn taking, simultaneous move, one player, and multiplayer. Except for one-player games, experiments show that decaying can significantly improve the performance of both NST and MAST simulation strategies.
Mandy J. W. Tak, Mark H. M. Winands, Yngvi Björnsson
IEEE Trans. Comput. Intell. AI Games3
2013 Sufficiency-Based Selection Strategy for MCTS
Stefan Freyr Gudmundsson, Yngvi Björnsson
IJCAI2
2012 N-Grams and the Last-Good-Reply Policy Applied in General Game Playing
abstract
The aim of general game playing (GGP) is to create programs capable of playing a wide range of different games at an expert level, given only the rules of the game. The most successful GGP programs currently employ simulation-based Monte Carlo tree search (MCTS). The performance of MCTS depends heavily on the simulation strategy used. In this paper, we introduce improved simulation strategies for GGP that we implement and test in the GGP agent CADIAPLAYER, which won the International GGP competition in both 2007 and 2008. There are two aspects to the improvements: first, we show that a simple ϵ-greedy exploration strategy works better in the simulation play-outs than the softmax-based Gibbs measure currently used in CADIAPLAYER and, second, we introduce a general framework based on N-grams for learning promising move sequences. Collectively, these enhancements result in a much improved performance of CADIAPLAYER. For example, in our test suite consisting of five different two-player turn-based games, they led to an impressive average win rate of approximately 70%. The enhancements are also shown to be effective in multiplayer and simultaneous-move games. We additionally perform experiments with the last-good-reply policy (LGRP). The LGRP combined with N-grams is also tested. The LGRP has already been shown to be successful in Go programs and we demonstrate that it also has promise in GGP.
Mandy J. W. Tak, Mark H. M. Winands, Yngvi Björnsson
IEEE Trans. Comput. Intell. AI Games3
2010 Learning Simulation Control in General Game-Playing Agents
abstract
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.
Hilmar Finnsson, Yngvi Björnsson
AAAI2
2010 Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding
abstract
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.
Vadim Bulitko, Yngvi Björnsson, Ramon Lawrence
J. Artif. Intell. Res.2
2010 Monte Carlo Tree Search in Lines of Action
abstract
The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based search are highly tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively. In this paper, we describe an MCTS-based program for playing the game Lines of Action (LOA), which is a highly tactical slow-progression game exhibiting many of the properties difficult for MCTS. The program uses an improved MCTS variant that allows it to both prove the game-theoretical value of nodes in a search tree and to focus its simulations better using domain knowledge. This results in simulations superior in both handling tactics and ensuring game progression. Using the improved MCTS variant, our program is able to outperform even the world's strongest αβ-based LOA program. This is an important milestone for MCTS because the traditional game-tree search approach has been considered to be the better suited for playing LOA.
Mark H. M. Winands, Yngvi Björnsson, Jahn-Takeshi Saito
IEEE Trans. Comput. Intell. AI Games2
2009 TBA*: Time-Bounded A*
Yngvi Björnsson, Vadim Bulitko, Nathan R. Sturtevant
IJCAI1
2009 CadiaPlayer: A Simulation-Based General Game Player
abstract
The aim of general game playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. The traditional design model for GGP agents has been to use a minimax-based game-tree search augmented with an automatically learned heuristic evaluation function. The first successful GGP agents all followed that approach. In this paper, we describeCadiaPlayer, a GGP agent employing a radically different approach: instead of a traditional game-tree search, it uses Monte Carlo simulations for its move decisions. Furthermore, we empirically evaluate different simulation-based approaches on a wide variety of games, introduce a domain-independent enhancement for automatically learning search-control knowledge to guide the simulation playouts, and show how to adapt the simulation searches to be more effective in single-agent games.CadiaPlayerhas already proven its effectiveness by winning the 2007 and 2008 Association for the Advancement of Artificial Intelligence (AAAI) GGP competitions.
Yngvi Björnsson, Hilmar Finnsson
IEEE Trans. Comput. Intell. AI Games1
2008 Simulation-Based Approach to General Game Playing
Hilmar Finnsson, Yngvi Björnsson
AAAI2
2008 Dynamic Control in Real-Time Heuristic Search
abstract
Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.
Vadim Bulitko, Mitja Lustrek, Jonathan Schaeffer 0001, Yngvi Björnsson, Sverrir Sigmundarson
J. Artif. Intell. Res.4
2005 Solving Checkers
Jonathan Schaeffer 0001, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller 0003, Robert Lake, Paul Lu, Steve Sutphen
IJCAI2
2005 Solving 7x7 Hex with domination, fill-in, and virtual connections
Ryan B. Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck
Theor. Comput. Sci.2
2003 Comparison of Different Grid Abstractions for Pathfinding on Maps
Yngvi Björnsson, Markus Enzenberger, Robert C. Holte, Jonathan Schaeffer 0001, Peter Yap
IJCAI1
2003 Learning extension parameters in game-tree search
Yngvi Björnsson, T. Anthony Marsland
Inf. Sci.1
2001 Multi-cut alpha-beta-pruning in game-tree search
Yngvi Björnsson, T. Anthony Marsland
Theor. Comput. Sci.1
2000 Risk Management in Game-Tree Pruning
Yngvi Björnsson, T. Anthony Marsland
Inf. Sci.1