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Ryan B. Hayward

dblp:h/RyanBHayward · also Ryan Hayward · DBLP profile ↗
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28ranked-venue papers
12as first author
1since 2021 · last 2024
—ORCID · none

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

Theory of computation · 14 · 9 first-authorArtificial intelligence and machine learning · 10 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 1 since 2021Software engineering, systems software and programming languages · 1

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
5 papers
Planning, search and constraint satisfaction · 97% Image recognition and object detection · 3%
Theoretical computer science
9 papers
Automated reasoning and model checking · 56% Algorithms and data structures · 24% Graph algorithms and graph theory · 20%

Topics — the 19 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.812024
Expected Work Search: Combining Win Rate and Proof Size Estimation · IJCAI 2024
Automated reasoning and model checking › theorem proving
proof search
0.812024
Expected Work Search: Combining Win Rate and Proof Size Estimation · IJCAI 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.622018
Three-Head Neural Network Architecture for Monte Carlo Tree Search · IJCAI 2018
Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex · IJCAI 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.312018
Three-Head Neural Network Architecture for Monte Carlo Tree Search · IJCAI 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
proof number search
0.312017
Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex · IJCAI 2017
Algorithms and data structures
search algorithms
0.122009
Solving 8x8 Hex · IJCAI 2009
Finding optimal satisficing strategies for and-or trees · Artif. Intell. 2006
Graph algorithms and graph theory › graph classes
graph recognition
0.122007
Improved algorithms for weakly chordal graphs · ACM Trans. Algorithms 2007
Weakly Triangulated Comparability Graphs · SIAM J. Comput. 1999
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112009
Solving 8x8 Hex · IJCAI 2009
Algorithms and data structures › search algorithms
game tree search
0.112009
Solving 8x8 Hex · IJCAI 2009
Graph algorithms and graph theory
graph classes
0.132002
Polynomial time recognition of P4-structure · SODA 2002
Weakly chordal graph algorithms via handles · SODA 2000
Weakly Triangulated Comparability Graphs · SIAM J. Comput. 1999
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
move ordering
0.112017
Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex · IJCAI 2017
Graph algorithms and graph theory › graph classes
recognition algorithms
0.122002
Polynomial time recognition of P4-structure · SODA 2002
Weakly chordal graph algorithms via handles · SODA 2000
Computer vision › Image recognition and object detection › part-based model
and-or trees
0.112006
Finding optimal satisficing strategies for and-or trees · Artif. Intell. 2006
Graph algorithms and graph theory › graph algorithms
transitive closure
0.011999
Weakly Triangulated Comparability Graphs · SIAM J. Comput. 1999
Bioinformatics and computational biology
phylogenetics
0.011997
Inferring Evolutionary Trees from Ordinal Data · SODA 1997
Bioinformatics and computational biology › phylogenetics
phylogenetic inference
0.011997
Inferring Evolutionary Trees from Ordinal Data · SODA 1997
Algorithms and data structures › analysis of algorithms
probabilistic analysis of algorithms
0.011992
Strong Concentration for Quicksort · SODA 1992
Algorithms and data structures › sequence algorithms › sorting
quicksort
0.011992
Strong Concentration for Quicksort · SODA 1992
Algorithms and data structures › sequence algorithms
sorting
0.011992
Strong Concentration for Quicksort · SODA 1992

Methods — techniques the papers use, named apart from their topics

regularization · 0.3monte carlo tree search · 0.3data augmentation · 0.3convolutional neural network · 0.3proof-number search · 0.2alpha-beta search · 0.2two-pairs · 0.1structural theorem · 0.1combinatorial optimization · 0.0
YearPublicationVenuePosition
2024 Expected Work Search: Combining Win Rate and Proof Size Estimation
Owen Randall, Martin Müller 0003, Ting-Han Wei, Ryan B. Hayward
IJCAI4
2019 Domain-Independent Cost-Optimal Planning in ASP
abstract
Abstract We investigate the problem of cost-optimal planning in ASP. Current ASP planners can be trivially extended to a cost-optimal one by adding weak constraints, but only for a given makespan (number of steps). It is desirable to have a planner that guarantees global optimality. In this paper, we present two approaches to addressing this problem. First, we show how to engineer a cost-optimal planner composed of two ASP programs running in parallel. Using lessons learned from this, we then develop an entirely new approach to cost-optimal planning,stepless planning, which is completely free of makespan. Experiments to compare the two approaches with the only known cost-optimal planner in SAT reveal good potentials for stepless planning in ASP.
David Spies, Jia-Huai You, Ryan B. Hayward
Theory Pract. Log. Program.3
2018 Three-Head Neural Network Architecture for Monte Carlo Tree Search
abstract
AlphaGo Zero pioneered the concept of two-head neural networks in Monte Carlo Tree Search (MCTS), where the policy output is used for prior action probability and the state-value estimate is used for leaf node evaluation. We propose a three-head neural net architecture with policy, state- and action-value outputs, which could lead to more efficient MCTS since neural leaf estimate can still be back-propagated in tree with delayed node expansion and evaluation. To effectively train the newly introduced action-value head on the same game dataset as for two-head nets, we exploit the optimal relations between parent and children nodes for data augmentation and regularization. In our experiments for the game of Hex, the action-value head learning achieves similar error as the state-value prediction of a two-head architecture. The resulting neural net models are then combined with the same Policy Value MCTS (PV-MCTS) implementation. We show that, due to more efficient use of neural net evaluations, PV-MCTS with three-head neural nets consistently performs better than the two-head ones, significantly outplaying the state-of-the-art player MoHex-CNN.
Chao Gao 0012, Martin Müller 0003, Ryan B. Hayward
IJCAI3
2018 Move Prediction Using Deep Convolutional Neural Networks in Hex
abstract
Using deep convolutional neural networks for move prediction has led to massive progress in computer Go. Like Go, Hex has a large branching factor that limits the success of shallow and selective search. We show that deep convolutional neural networks can be used to produce reliable move evaluation in the game of Hex. We begin by collecting self-play games of MoHex 2.0. We then train the neural networks by canonical maximum likelihood. The trained model was evaluated by playing against top programs Wolve and MoHex 2.0. Without any search, the resulting neural network produces similar playing strength as the highly optimized Resistance evaluation function used in Wolve. Finally, using the neural networks as prior knowledge, the reigning Monte-Carlo-tree-search-based world champion player MoHex 2.0 can be enhanced.
Chao Gao 0012, Ryan B. Hayward, Martin Müller 0003
IEEE Trans. Games2
2017 Focused Depth-first Proof Number Search using Convolutional Neural Networks for the Game of Hex
abstract
Proof Number search (PNS) is an effective algorithm for searching theoretical values on games with non-uniform branching factors. Focused depth-first proof number search (FDFPN) with dynamic widening was proposed for Hex where the branching factor is nearly uniform. However, FDFPN is fragile to its heuristic move ordering function. The recent advances of Convolutional Neural Networks (CNNs) have led to considerable progress in game playing. We investigate how to incorporate the strength of CNNs into solving, with application to the game of Hex. We describe FDFPN-CNN, a new focused DFPN search that uses convolutional neural networks. FDFPN-CNN integrates two CNNs trained from games played by expert players. The value approximation CNN provides reliable information for defining the widening size by estimating the value of the node to expand, while the policy CNN selects promising children nodes to the search. On 8x8 Hex, experimental results show FDFPN-CNN performs notably better than FDFPN, suggesting a promising direction for better solving Hex positions where learning from strong players is possible.
Chao Gao 0012, Martin Müller 0003, Ryan B. Hayward
IJCAI3
2016 Conspiracy number search with relative sibling scores
Jakub Pawlewicz, Ryan B. Hayward
Theor. Comput. Sci.2
2015 Sibling Conspiracy Number Search
abstract
For some two-player games (e.g. Go), no accurate and inexpensive heuristic is known for evaluating leaves of a search tree. For other games (e.g. chess), a heuristic is known (sum of piece values). For other games (e.g. Hex), only a local heuristic — one that compares children reliably, but non-siblings poorly — is known (cell voltage drop in the Shannon/Anshelevich electric circuit model). In this paper we introduce a search algorithm for a two-player perfect information game with a reasonable local heuristic. Sibling Conspiracy Number Search (SCNS) is an anytime best-first version of Conspiracy Number Search based not on evaluation of leaf states of the search tree, but — for each node — on relative evaluation scores of all children of that node. SCNS refines CNS search value intervals, converging to Proof Number Search. SCNS is a good framework for a game player. We tested SCNS in the domain of Hex, with promising results. We implemented an 11-by-11 SCNS Hex bot, DeepHex. We competed DeepHex against current Hex bot champion MoHex, a Monte-Carlo Tree Search player, and previous Hex bot champion Wolve, an Alpha-Beta Search player. DeepHex widely outperforms Wolve at all time levels, and narrowly outperforms MoHex once time reaches 4min/move.
Jakub Pawlewicz, Ryan B. Hayward
SOCS2
2015 Stronger Virtual Connections in Hex
abstract
For connection games such as Hex or Y or Havannah, finding guaranteed cell-to-cell connection strategies can be a computational bottleneck. In automated players and solvers, sets of such virtual connections are often found with Anshelevich's H-search algorithm: initialize trivial connections, and then repeatedly apply an AND-rule (for combining connections in series) and an OR-rule (for combining connections in parallel). We present FastVC Search, a new algorithm for finding such connections. FastVC Search is more effective than H-search when finding a representative set of connections quickly is more important than finding a larger set of connections slowly. We tested FastVC Search in an alpha-beta player Wolve, a Monte Carlo tree search player MoHex, and a proof number search implementation called Solver. It does not strengthen Wolve, but it significantly strengthens MoHex and Solver.
Jakub Pawlewicz, Ryan B. Hayward, Philip Henderson, Broderick Arneson
IEEE Trans. Comput. Intell. AI Games2
2014 Solving Substitution Ciphers with Combined Language Models
Bradley Hauer, Ryan B. Hayward, Grzegorz Kondrak
COLING2
2013 An Architecture for Parallelizing Fully Homomorphic Cryptography on Cloud
abstract
Fully homomorphic cryptography allows arbitrary computations to be carried out on encrypted data and an encrypted result to be obtained which encrypts the result of the computation performed on the plaintext. The first fully homomorphic cryptosystem was introduced by Gentry in the summer of 2009. In this research, we are interested in evaluating the performance of Gentry's algorithm applied to cloud computing. To conduct the experiments, a cloud was built using Open Stack to provide the virtualized infrastructure for execution. The software architecture was then designed to support parallel processing of Gentry's algorithm on the cloud. The cloud and architecture together provide an environment for experimental instrumentation and study. This paper focuses on the design of an architecture for the study of parallel processing of fully homomorphic algorithms on the cloud.
Ryan B. Hayward, Chia-Chu Chiang
CISIS1
2010 Monte Carlo Tree Search in Hex
abstract
Hex, the classic board game invented by Piet Hein in 1942 and independently by John Nash in 1948, has been a domain of AI research since Claude Shannon's seminal work in the 1950s. Until the Monte Carlo Go revolution a few years ago, the best computer Hex players used knowledge-intensive alpha-beta search. Since that time, strong Monte Carlo Hex players have appeared that are on par with the best alpha-beta Hex players. In this paper, we describe MoHex, the Monte Carlo tree search Hex player that won gold at the 2009 Computer Olympiad. Our main contributions to Monte Carlo tree search include using inferior cell analysis and connection strategy computation to prune the search tree. In particular, we run our random game simulations not on the actual game position, but on a reduced equivalent board.
Broderick Arneson, Ryan B. Hayward, Philip Henderson
IEEE Trans. Comput. Intell. AI Games2
2009 Solving 8x8 Hex
Philip Henderson, Broderick Arneson, Ryan B. Hayward
IJCAI3
2007 Improved algorithms for weakly chordal graphs
abstract
We use a new structural theorem on the presence of two-pairs in weakly chordal graphs to develop improved algorithms. For the recognition problem, we reduce the time complexity from O( mn 2 ) to O( m 2 ) and the space complexity from O( n 3 ) to O( m + n ), and also produce a hole or antihole if the input graph is not weakly chordal. For the optimization problems, the complexity of the clique and coloring problems is reduced from O( mn 2 ) to O( n 3 ) and the complexity of the independent set and clique cover problems is improved from O( n 4 ) to O( mn ). The space complexity of our optimization algorithms is O( m + n ).
Ryan B. Hayward, Jeremy P. Spinrad, R. Sritharan
ACM Trans. Algorithms1
2006 Finding optimal satisficing strategies for and-or trees
Russell Greiner, Ryan B. Hayward, Magdalena Jankowska, Michael Molloy 0001
Artif. Intell.2
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.1
2004 Bichromatic P4-composition schemes for perfect orderability
Ryan B. Hayward, William J. Lenhart
Discret. Appl. Math.1
2004 A note on tolerance graph recognition
Ryan B. Hayward, Ron Shamir
Discret. Appl. Math.1
2002 Polynomial time recognition of P4-structure
Ryan B. Hayward, Stefan Hougardy, Bruce A. Reed
SODA1
2002 NeST graphs
Ryan B. Hayward, Paul E. Kearney, Andrew J. Malton
Discret. Appl. Math.1
2000 Weakly chordal graph algorithms via handles
Ryan B. Hayward, Jeremy P. Spinrad, R. Sritharan
SODA1
1999 Evolutionary Trees and Ordinal Assertions
Paul E. Kearney, Ryan B. Hayward, Henk Meijer
Algorithmica2
1999 Weakly Triangulated Comparability Graphs
abstract
The class of weakly triangulated comparability graphs and their complements are generalizations of interval graphs and chordal comparability graphs. We show that problems on these classes of graphs can be solved efficiently by transforming them into problems on chordal bipartite graphs. We show that recognition and independent set on weakly triangulated comparability graphs can be solved in O(n 2 ) time in this manner, and that the number of weakly triangulated comparability graphs is $2^{\Theta ( n {{\log}^2} n)}$.\ We also give algorithms to compute transitive closure and transitive reduction in O(n 2 loglogn) time if the underlying undirected graph of the transitive closure is a weakly triangulated comparability graph.
Elaine M. Eschen, Ryan B. Hayward, Jeremy P. Spinrad, R. Sritharan
SIAM J. Comput.2
1997 Inferring Evolutionary Trees from Ordinal Data
Paul E. Kearney, Ryan B. Hayward, Henk Meijer
SODA2
1997 Meyniel Weakly Triangulated Graphs - I: Co-perfect Orderability
Ryan B. Hayward
Discret. Appl. Math.1
1997 Meyniel Weakly Triangulated Graphs II: A Theorem of Dirac
Ryan B. Hayward
Discret. Appl. Math.1
1992 Strong Concentration for Quicksort
Colin McDiarmid, Ryan B. Hayward
SODA2
1989 A Note on the Circle Containment Problem
Ryan B. Hayward
Discret. Comput. Geom.1
1987 A Low Bound for the Optimal Crossing-Free Hamiltonian Cycle Problem
Ryan B. Hayward
Discret. Comput. Geom.1