Demo Data from EDBT 2026 / reviewers in the wild / expert
Hilmar Finnsson
dblp:66/5958
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 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
4 papers |
Planning, search and constraint satisfaction · 100% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.3 | 3 | 2012 | Generalized Monte-Carlo Tree Search Extensions for General Game Playing · AAAI 2012 Learning Simulation Control in General Game-Playing Agents · AAAI 2010 Simulation-Based Approach to General Game Playing · AAAI 2008 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing |
0.3 | 3 | 2012 | Generalized Monte-Carlo Tree Search Extensions for General Game Playing · AAAI 2012 Learning Simulation Control in General Game-Playing Agents · AAAI 2010 Simulation-Based Approach to General Game Playing · AAAI 2008 |
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 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.1 | 1 | 2012 | Alpha-Beta Pruning for Games with Simultaneous Moves · AAAI 2012 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.1 | 1 | 2012 | Generalized Monte-Carlo Tree Search Extensions for General Game Playing · AAAI 2012 |
Algorithmic game theory and mechanism design
game solving |
0.1 | 1 | 2012 | Alpha-Beta Pruning for Games with Simultaneous Moves · AAAI 2012 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search control |
0.1 | 1 | 2010 | Learning Simulation Control in General Game-Playing Agents · AAAI 2010 |
Methods — techniques the papers use, named apart from their topics
minimax search · 0.3linear programming · 0.3alpha-beta pruning · 0.3monte carlo simulation · 0.3statistical learning · 0.1reinforcement learning · 0.1simulation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Generalized Monte-Carlo Tree Search Extensions for General Game PlayingabstractGeneral Game Playing (GGP) agents must be capable of playing a wide variety of games skillfully. Monte-Carlo Tree Search (MCTS) has proven an effective reasoning mechanism for this challenge, as is reflected by its popularity among designers of GGP agents. Providing GGP agents with the knowledge relevant to the game at hand in real time is, however, a challenging task. In this paper we propose two enhancements for MCTS in the context of GGP, aimed at improving the effectiveness of the simulations in real time based on in-game statistical feedback. The first extension allows early termination of lengthy and uninformative simulations while the second improves the action-selection strategy when both explored and unexplored actions are available. The methods are empirically evaluated in a state-of-the-art GGP agent and shown to yield an overall significant improvement in playing strength. Hilmar Finnsson |
AAAI | 1 |
| 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 | 2 |
| 2010 | Learning Simulation Control in General Game-Playing AgentsabstractThe 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 |
AAAI | 1 |
| 2009 | CadiaPlayer: A Simulation-Based General Game PlayerabstractThe 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 Games | 2 |
| 2008 | Simulation-Based Approach to General Game Playing
Hilmar Finnsson, Yngvi Björnsson |
AAAI | 1 |