Tristan Cazenave

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47ranked-venue papers
20as first author
25since 2021 · last 2026
0000-0003-4669-9374ORCID · verified

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

Artificial intelligence and machine learning · 34 · 13 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 9 first-author · 12 since 2021Databases, data management, data science and information retrieval · 5 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 3 since 2021Systems, architecture and hardware · 2 · 1 first-authorTheory of computation · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Nested Depth Search
abstract
Nested Monte Carlo Search (NMCS) has numerous applications, ranging from chemical retrosynthesis to quantum circuit design. We propose a generalization of NMCS that we named Nested Depth Search (NDS), in which a fixed depth search is used during a higher-level playout to generate the states sent to lower-level exploration. We establish the runtime of NDS and provide algorithms to compute the exact probability distribution of sequences generated by NDS. Experiments with the Set Cover problem and the Multiple Sequence Alignment problem show that NDS outperforms NMCS with the same time budget.
Junkang Li, Tristan Cazenave, Swann Legras, Arthur Queffelec, Véronique Ventos
AAAI2
2025 Pareto-NRPA: A Novel Monte-Carlo Search Algorithm for Multi-Objective Optimization
abstract
We introduce Pareto-NRPA, a new Monte-Carlo algorithm designed for multi-objective optimization problems over discrete search spaces. Extending the Nested Rollout Policy Adaptation (NRPA) algorithm originally formulated for single-objective problems, Pareto-NRPA generalizes the nested search and policy update mechanism to multi-objective optimization. The algorithm uses a set of policies to concurrently explore different regions of the solution space and maintains non-dominated fronts at each level of search. Policy adaptation is performed with respect to the diversity and isolation of sequences within the Pareto front. We benchmark Pareto-NRPA on two classes of problems: a novel bi-objective variant of the Traveling Salesman Problem with Time Windows problem (MO-TSPTW), and a neural architecture search task on well-known benchmarks. Results demonstrate that Pareto-NRPA achieves competitive performance against state-of-the-art multi-objective algorithms, both in terms of convergence and diversity of solutions. Particularly, Pareto-NRPA strongly outperforms state-of-the-art evolutionary multi-objective algorithms on constrained search spaces. To our knowledge, this work constitutes the first adaptation of NRPA to the multi-objective setting.
Noé Lallouet, Tristan Cazenave, Cyrille Enderli
ECAI2
2025 Exploring Large Action Sets with Hyperspherical Embeddings using von Mises-Fisher Sampling
abstract
This paper introduces von Mises-Fisher exploration (vMF-exp), a scalable method for exploring large action sets in reinforcement learning problems where hyperspherical embedding vectors represent these actions. vMF-exp involves initially sampling a state embedding representation using a von Mises-Fisher distribution, then exploring this representation's nearest neighbors, which scales to virtually unlimited numbers of candidate actions. We show that, under theoretical assumptions, vMF-exp asymptotically maintains the same probability of exploring each action as Boltzmann Exploration (B-exp), a popular alternative that, nonetheless, suffers from scalability issues as it requires computing softmax values for each action. Consequently, vMF-exp serves as a scalable alternative to B-exp for exploring large action sets with hyperspherical embeddings. Experiments on simulated data, real-world public data, and the successful large-scale deployment of vMF-exp on the recommender system of a global music streaming service empirically validate the key properties of the proposed method.
Walid Bendada, Guillaume Salha, Romain Hennequin, Théo Bontempelli, Thomas Bouabça, Tristan Cazenave
ICML6
2024 Perfect Information Monte Carlo with Postponing Reasoning
abstract
Imperfect information games, such as Bridge and Skat, present challenges due to state-space explosion and hidden information, posing formidable obstacles for search algorithms. Determinization-based algorithms offer a resolution by sampling hidden information and solving the game in a perfect information setting, facilitating rapid and effective action estimation. However, transitioning to perfect information introduces challenges, notably one called strategy fusion. This research introduces ‘Extended Perfect Information Monte Carlo’ (EPIMC), an online algorithm inspired by the state-of-the-art determinization-based approach Perfect Information Monte Carlo (PIMC). EPIMC enhances the capabilities of PIMC by postponing the perfect information resolution, reducing alleviating issues related to strategy fusion. However, the decision to postpone the leaf evaluator introduces novel considerations, such as the interplay between prior levels of reasoning and the newly deferred resolution. In our empirical analysis, we investigate the performance of EPIMC across a range of games, with a particular focus on those characterized by varying degrees of strategy fusion. Our results demonstrate notable performance enhancements, particularly in games where strategy fusion significantly impacts gameplay. Furthermore, our research contributes to the theoretical foundation of determinization-based algorithms addressing challenges associated with strategy fusion.
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
CoG3
2024 Enhancing Reinforcement Learning Through Guided Search
abstract
With the aim of improving performance in Markov Decision Problem in an Off-Policy setting, we suggest taking inspiration from what is done in Offline Reinforcement Learning (RL). In Offline RL, it is a common practice during policy learning to maintain proximity to a reference policy to mitigate uncertainty, reduce potential policy errors, and help improve performance. We find ourselves in a different setting, yet it raises questions about whether a similar concept can be applied to enhance performance i.e., whether it is possible to find a guiding policy capable of contributing to performance improvement, and how to incorporate it into our RL agent. Our attention is particularly focused on algorithms based on Monte Carlo Tree Search (MCTS) as a guide. MCTS renowned for its state-of-the-art capabilities across various domains, catches our interest due to its ability to converge to equilibrium in single-player and two-player contexts. By harnessing the power of MCTS as a guide for our RL agent, we observed a significant performance improvement, surpassing the outcomes achieved by utilizing each method in isolation. Our experiments were carried out on the Atari 100k benchmark.
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
ECAI3
2024 Vision Transformers for Computer Go
Amani Sagri, Tristan Cazenave, Jérôme Arjonilla, Abdallah Saffidine
EvoApplications@EvoStar2
2024 Lazy Nested Monte Carlo Search for Coalition Structure Generation
abstract
International audience
Milo Roucairol, Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
ICAART (2)4
2024 Learning a Prior for Monte Carlo Search by Replaying Solutions to Combinatorial Problems
Tristan Cazenave
PPSN (1)1
2024 Improving Continuous Monte Carlo Tree Search for Identifying Parameters in Hybrid Gene Regulatory Networks
Romain Michelucci, Denis Pallez, Tristan Cazenave, Jean-Paul Comet
PPSN (4)3
2023 Warm-Starting Nested Rollout Policy Adaptation with Optimal Stopping
abstract
Nested Rollout Policy Adaptation (NRPA) is an approach using online learning policies in a nested structure. It has achieved a great result in a variety of difficult combinatorial optimization problems. In this paper, we propose Meta-NRPA, which combines optimal stopping theory with NRPA for warm-starting and significantly improves the performance of NRPA. We also present several exploratory techniques for NRPA which enable it to perform better exploration. We establish this for three notoriously difficult problems ranging from telecommunication, transportation and coding theory namely Minimum Congestion Shortest Path Routing, Traveling Salesman Problem with Time Windows and Snake-in-the-Box. We also improve the lower bounds of the Snake-in-the-Box problem for multiple dimensions.
Chen Dang, Cristina Bazgan, Tristan Cazenave, Morgan Chopin, Pierre-Henri Wuillemin
AAAI3
2023 Mixture of Public and Private Distributions in Imperfect Information Games
abstract
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting private information can lead to a highly exploitable performance. Yet, excessive attention to it leads to hesitations that are no longer consistent with our private information. In our work, we show that to improve performance, one must choose whether to use a player’s private information. We extend our work by proposing a new belief distribution depending on the amount of private and public information desired. We empirically demonstrate an increase in performance and, with the aim of further improving performance, the new distribution should be used according to the position in the game. Our experiments have been done on multiple benchmarks and in multiple determinization-based algorithms (PIMC and IS-MCTS).
Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
CoG3
2023 Deep Reinforcement Learning for 5 ˟ 5 Multiplayer Go
Brahim Driss, Jérôme Arjonilla, Abdallah Saffidine, Tristan Cazenave
EvoApplications@EvoStar5
2023 Topological Planning with Post-unique and Unary Actions
abstract
We are interested in realistic planning problems to model the behavior of Non-Playable Characters (NPCs) in video games. Search-based action planning, introduced by the game F.E.A.R. in 2005, has an exponential time complexity allowing to control only a dozen NPCs between two frames. A close study of the plans generated in first-person shooters shows that: (1) actions are unary, (2) actions are contextually post-unique and (3) there is no two instances of the same action in an NPC’s plan. By considering (1), (2) and (3) as restrictions, we introduce new classes of problems with the Simplified Action Structure formalism which indeed allow to model realistic problems and whose instances are solvable by a linear-time algorithm. We also experimentally show that our algorithm is capable of managing millions of NPCs per frame.
Guillaume Prévost 0002, Stéphane Cardon, Tristan Cazenave, Christophe Guettier, Éric Jacopin
IJCAI3
2023 On the Consistency of Average Embeddings for Item Recommendation
abstract
A prevalent practice in recommender systems consists of averaging item embeddings to represent users or higher-level concepts in the same embedding space. This paper investigates the relevance of such a practice. For this purpose, we propose an expected precision score, designed to measure the consistency of an average embedding relative to the items used for its construction. We subsequently analyze the mathematical expression of this score in a theoretical setting with specific assumptions, as well as its empirical behavior on real-world data from music streaming services. Our results emphasize that real-world averages are less consistent for recommendation, which paves the way for future research to better align real-world embeddings with assumptions from our theoretical setting.
Walid Bendada, Guillaume Salha, Romain Hennequin, Thomas Bouabça, Tristan Cazenave
RecSys5
2023 A Scalable Framework for Automatic Playlist Continuation on Music Streaming Services
abstract
Music streaming services often aim to recommend songs for users to extend the playlists they have created on these services. However, extending playlists while preserving their musical characteristics and matching user preferences remains a challenging task, commonly referred to as Automatic Playlist Continuation (APC). Besides, while these services often need to select the best songs to recommend in real-time and among large catalogs with millions of candidates, recent research on APC mainly focused on models with few scalability guarantees and evaluated on relatively small datasets. In this paper, we introduce a general framework to build scalable yet effective APC models for large-scale applications. Based on a represent-then-aggregate strategy, it ensures scalability by design while remaining flexible enough to incorporate a wide range of representation learning and sequence modeling techniques, e.g., based on Transformers. We demonstrate the relevance of this framework through in-depth experimental validation on Spotify's Million Playlist Dataset (MPD), the largest public dataset for APC. We also describe how, in 2022, we successfully leveraged this framework to improve APC in production on Deezer. We report results from a large-scale online A/B test on this service, emphasizing the practical impact of our approach in such a real-world application.
Walid Bendada, Guillaume Salha, Thomas Bouabça, Tristan Cazenave
SIGIR4
2023 Hybrid Search with Graph Neural Networks for Constraint-Based Navigation Planning [Extended Abstract]
abstract
Route planning for autonomous vehicles is a challenging task, especially in dense road networks with multiple delivery points. Additional external constraints can quickly add overhead to this already-difficult problem that often requires prompt, on-the-fly decisions. This work introduces a hybrid method combining machine learning and Constraint Programming (CP) to improve search performance. A new message passing-based graph neural network tailored to constraint solving and global search is defined. Once trained, a single neural network inference is enough to guide CP search while ensuring solution optimality. Large-scale experiments using real road networks from cities worldwide are presented. The hybrid method is effective in solving complex routing problems, addressing larger problems than those used for model training.
Marc-Emmanuel Coupvent des Graviers, Kevin Osanlou, Christophe Guettier, Tristan Cazenave
SOCS4
2022 Solving Disjunctive Temporal Networks with Uncertainty under Restricted Time-Based Controllability Using Tree Search and Graph Neural Networks
abstract
Scheduling under uncertainty is an area of interest in artificial intelligence. We study the problem of Dynamic Controllability (DC) of Disjunctive Temporal Networks with Uncertainty (DTNU), which seeks a reactive scheduling strategy to satisfy temporal constraints in response to uncontrollable action durations. We introduce new semantics for reactive scheduling: Time-based Dynamic Controllability (TDC) and a restricted subset of TDC, R-TDC. We present a tree search approach to determine whether or not a DTNU is R-TDC. Moreover, we leverage the learning capability of a Graph Neural Network (GNN) as a heuristic for tree search guidance. Finally, we conduct experiments on a known benchmark on which we show R-TDC to retain significant completeness with regard to DC, while being faster to prove. This results in the tree search processing fifty percent more DTNU problems in R-TDC than the state-of-the-art DC solver does in DC with the same time budget. We also observe that GNN tree search guidance leads to substantial performance gains on benchmarks of more complex DTNUs, with up to eleven times more problems solved than the baseline tree search.
Kevin Osanlou, Jeremy Frank, Andrei Bursuc, Tristan Cazenave, Éric Jacopin, Christophe Guettier, J. Benton 0001
AAAI4
2022 Refutation of Spectral Graph Theory Conjectures with Monte Carlo Search
Milo Roucairol, Tristan Cazenave
COCOON2
2022 Deep Catan
Brahim Driss, Tristan Cazenave
EvoApplications2
2022 Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values
abstract
We define a new setting related to the evaluation of AND-OR directed acyclic graphs with partially ordered values. Such graphs arise naturally when solving games with incomplete information (e.g. most card games such as Bridge) or games with multiple criteria. In particular, this setting generalises standard AND-OR graph evaluation and computation of optimal strategies in games with complete information. Under this setting, we propose a new algorithm which uses both alpha-beta pruning and cached values. In this paper, we present our algorithm, prove its correctness, and give experimental results on a card game with incomplete information.
Junkang Li, Bruno Zanuttini, Tristan Cazenave, Véronique Ventos
IJCAI3
2022 Mobile Networks for Computer Go
abstract
The architecture of the neural networks used in deep reinforcement learning programs such as AlphaZero or Polygames has been shown to have great impact on the performances of the resulting playing engines. For example, the use of residual networks gave a 600 ELO increase in the strength of AlphaGo. This article proposes to evaluate the interest of mobile networks for the game ofGousing supervised learning as well as the use of a policy head and value head different from the AlphaZero heads. The accuracy of the policy, mean squared error of the value, efficiency of the networks with the number of parameters, playing speed, and strength of the trained networks are evaluated.
Tristan Cazenave
IEEE Trans. Games1
2021 Playout Optimization for Monte-Carlo Search Algorithms. Application to Morpion Solitaire
abstract
In Monte-Carlo based algorithms, we generate a lot of playouts by successively playing moves. Building the current list of possible moves for each turn of a game becomes a time-consuming task and this last task can be even more costly if a too large area of the gameboard is analyzed. We introduce the Range Query technique which speeds up playouts' generation by a factor of about 10. This rather general technique can be reused with any game where the possible moves are modified only locally around the played move. This technique uses very little memory and all the game data can remain in the L1 CPU cache which helps to improve performance. We also propose SSE2 optimization to improve the performance of list processing. The performance gain can impact any algorithm based on playouts' generation. For the experiments, we test our technique with the NMCS and NRPA algorithms on the 5D and 5T variants of the Morpion Solitaire.
Lilian Buzer, Tristan Cazenave
CoG2
2021 Improving Model and Search for Computer Go
abstract
The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual networks and experimentally show the playing strength of the networks according to both their width and their depth. We also propose a generalization of the PUCT search algorithm that improves on PUCT.
Tristan Cazenave
CoG1
2021 Optimizing αµ
abstract
αµ is a search algorithm which repairs two defaults of Perfect Information Monte Carlo search: strategy fusion and non locality. In this paper we optimize αµ for the game of Bridge, avoiding useless computations. The proposed optimizations are general and apply to other imperfect information turn-based games. We define multiple optimizations involving Pareto fronts, and show that these optimizations speed up the search. Some of these optimizations are cuts that stop the search at a node, while others keep track of which possible worlds have become redundant, avoiding unnecessary, costly evaluations. We also measure the benefits of parallelizing the double dummy searches at the leaves of the αµ search tree.
Tristan Cazenave, Swann Legras, Véronique Ventos
CoG1
2021 Monte Carlo Search Algorithms for Network Traffic Engineering
Chen Dang, Cristina Bazgan, Tristan Cazenave, Morgan Chopin, Pierre-Henri Wuillemin
ECML/PKDD (4)3
2019 Optimal Solving of Constrained Path-Planning Problems with Graph Convolutional Networks and Optimized Tree Search
abstract
Learning-based methods are growing prominence for planning purposes. However, there are very few approaches for learning-assisted constrained path-planning on graphs, while there are multiple downstream practical applications. This is the case for constrained path-planning for Autonomous Unmanned Ground Vehicles (AUGV), typically deployed in disaster relief or search and rescue applications. In off-road environments, the AUGV must dynamically optimize a source-destination path under various operational constraints, out of which several are difficult to predict in advance and need to be addressed on-line. We propose a hybrid solving planner that combines machine learning models and an optimal solver. More specifically, a graph convolutional network(GCN) is used to assist a branch and bound(B&B) algorithm in handling the constraints. We conduct experiments on realistic scenarios and show that GCN support enables substantial speedup and smoother scaling to harder problems.
Kevin Osanlou, Andrei Bursuc, Christophe Guettier, Tristan Cazenave, Éric Jacopin
IROS4
2019 Guest Editorial Special Issue on Game Competition Frameworks for Research and Education
abstract
The twelve papers in this special section focus on game competition frameworks for the research and education markets. Presents highlights of some high-quality research and remarkable educational applications using the game competition frameworks.
Jialin Liu 0001, Diego Perez Liebana, Tristan Cazenave, Ruck Thawonmas
IEEE Trans. Games3
2018 Residual Networks for Computer Go
abstract
Deep learning for the game of Go recently had a tremendous success with the victory of AlphaGo against Lee Sedol in March 2016. We propose to use residual networks so as to improve the training of a policy network for computer Go. Training is faster than with usual convolutional networks and residual networks achieve high accuracy on our test set and a four dan level.
Tristan Cazenave
IEEE Trans. Games1
2016 Nested Monte Carlo Search for Two-Player Games
abstract
The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.
Tristan Cazenave, Abdallah Saffidine, Michael John Schofield, Michael Thielscher
AAAI1
2016 Playout policy adaptation with move features
Tristan Cazenave
Theor. Comput. Sci.1
2015 Generalized Rapid Action Value Estimation
Tristan Cazenave
IJCAI1
2015 Sequential Halving Applied to Trees
abstract
Monte Carlo tree search (MCTS) is state of the art for multiple games and problems. The base algorithm currently used for MCTS is UCT. We propose an alternative MCTS algorithm: sequential halving applied to Trees (SHOT). It has multiple advantages over UCT: it spends less time in the tree, it uses less memory, it is parameter free, at equal time settings it beats UCT for a complex combinatorial game and it can be efficiently parallelized.
Tristan Cazenave
IEEE Trans. Comput. Intell. AI Games1
2012 UCD : Upper confidence bound for rooted directed acyclic graphs
Abdallah Saffidine, Tristan Cazenave, Jean Méhat
Knowl. Based Syst.2
2012 Monte Carlo Beam Search
abstract
Monte Carlo tree search is the state of the art for multiple games and for solving puzzles such as Morpion Solitaire. Nested Monte Carlo (NMC) search is a Monte Carlo tree search algorithm that works well for solving puzzles. We propose to enhance NMC search with beam search. We test the algorithm on Morpion Solitaire. Thanks to beam search, our program has been able to match the record score of 82 moves. Monte Carlo beam search achieves better scores in less time than NMC search alone.
Tristan Cazenave
IEEE Trans. Comput. Intell. AI Games1
2011 Optimization of the Nested Monte-Carlo Algorithm on the Traveling Salesman Problem with Time Windows
Arpad Rimmel, Fabien Teytaud, Tristan Cazenave
EvoApplications (2)3
2010 Nested Monte-Carlo Expression Discovery
abstract
Nested Monte-Carlo search is a general algorithm that gives good results in single player games. Genetic Programming evaluates and combines trees to discover expressions that maximize a given evaluation function. In this paper Nested Monte-Carlo Search is used to generate expressions that are evaluated in the same way as in Genetic Programming. Single player Nested Monte-Carlo Search is transformed in order to search expression trees rather than lists of moves. The resulting program achieves state of the art results on multiple benchmark problems. The proposed approach is simple to program, does not suffer from expression growth, has a natural restart strategy to avoid local optima and is extremely easy to parallelize.
Tristan Cazenave
ECAI1
2010 Partial Move A*
abstract
Some shortest path problems that can be solved using the A* algorithm have a large branching factor due to the combination of multiple choices at each move. Multiple sequence alignment and multi-agent pathfinding are examples of such problems. If the search can be stopped after each choice instead of being stopped at each combination of choices, it takes much less memory and much less time. The goal of the paper is to show that Partial Move A* is much better than A* for these problems when the branching factor is large due to a large combination of choices at each move. When there is such a large combination of choices at each move, Partial Move A* can yield large memory gains and speedups over regular A*.
Tristan Cazenave
ICTAI (2)1
2010 Combining UCT and Nested Monte Carlo Search for Single-Player General Game Playing
abstract
Monte-Carlo tree search has recently been very successful for game playing particularly for games where \nthe evaluation of a state is difficult to compute, such as Go or General Games. We compare Nested Monte-Carlo Search \n(NMC), Upper Confidence bounds for Trees (UCT-T), UCT with transposition tables (UCT+T) and a simple combination \nof NMC and UCT+T (MAX) on single-player games of the past GGP competitions. We show that transposition tables \nimprove UCT and that MAX is the best of these four algorithms. Using UCT+T, the program Ary won the 2009 GGP \ncompetition. MAX and NMC are slight improvements over this 2009 version.
Jean Méhat, Tristan Cazenave
IEEE Trans. Comput. Intell. AI Games2
2009 Nested Monte-Carlo Search
Tristan Cazenave
IJCAI1
2009 Parallel Nested Monte-Carlo search
abstract
We address the parallelization of a Monte-Carlo search algorithm. On a cluster of 64 cores we obtain a speedup of 56 for the parallelization of Morpion solitaire. An algorithm that behaves better than a naive one on heterogeneous clusters is also detailed.
Tristan Cazenave, Nicolas Jouandeau
IPDPS1
2007 Overestimation for Multiple Sequence Alignment
abstract
Multiple sequence alignment is an important problem in computational biology. A-star is an algorithm that can be used to find exact alignments. We present a simple modification of the A-star algorithm that improves much multiple sequence alignment, both in time and memory, at the cost of a small accuracy loss. It consists in overestimating the admissible heuristic. A typical speedup for random sequences of length two hundred fifty is 47 associated to a memory gain of 13 with an error rate of 0.09%. Concerning real sequences, the speedup can be greater than 20,000 and the memory gain greater than 150, the error rate being in the range from 0.08% to 0.67% for the sequences we have tested. Overestimation can align sequences that are not possible to align with the exact algorithm
Tristan Cazenave
CIBCB1
2005 Search for transitive connections
Tristan Cazenave, Bernard Helmstetter
Inf. Sci.1
2004 Generalized Widening
Tristan Cazenave
ECAI1
2003 Metarules to improve tactical Go knowledge
Tristan Cazenave
Inf. Sci.1
2001 Iterative Widening
Tristan Cazenave
IJCAI1
2001 Computer Go: An AI oriented survey
abstract
Since the beginning of AI, mind games have been studied as relevant application fields. Nowadays, some programs are better than human players in most classical games. Their results highlight the efficiency of AI methods that are now quite standard. Such methods are very useful to Go programs, but they do not enable a strong Go program to be built. The problems related to Computer Go require new AI problem solving methods. Given the great number of problems and the diversity of possible solutions, Computer Go is an attractive research domain for AI. Prospective methods of programming the game of Go will probably be of interest in other domains as well. The goal of this paper is to present Computer Go by showing the links between existing studies on Computer Go and different AI related domains: evaluation function, heuristic search, machine learning, automatic knowledge generation, mathematical morphology and cognitive science. In addition, this paper describes both the practical aspects of Go programming, such as program optimization, and various theoretical aspects such as combinatorial game theory, mathematical morphology, and Monte Carlo methods.
Bruno Bouzy, Tristan Cazenave
Artif. Intell.2
1998 Metaprogramming Forced Moves
Tristan Cazenave
ECAI1