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Broderick Arneson

dblp:95/570 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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.

Theoretical computer science
1 paper
Algorithms and data structures · 100%
Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Algorithms and data structures
search algorithms
0.112009
Solving 8x8 Hex · IJCAI 2009

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

proof-number search · 0.2alpha-beta search · 0.2
YearPublicationVenuePosition
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 Games4
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 Games1
2010 Fuego - An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search
abstract
Fuego is both an open-source software framework and a state-of-the-art program that plays the game of Go. The framework supports developing game engines for full-information two-player board games, and is used successfully in a substantial number of projects. The Fuego Go program became the first program to win a game against a top professional player in 9$\,\times\,$9 Go. It has won a number of strong tournaments against other programs, and is competitive for 19$\,\times\,$19 as well. This paper gives an overview of the development and current state of the Fuego project. It describes the reusable components of the software framework and specific algorithms used in the Go engine.
Markus Enzenberger, Martin Müller 0003, Broderick Arneson, R. Segal
IEEE Trans. Comput. Intell. AI Games3
2009 Solving 8x8 Hex
Philip Henderson, Broderick Arneson, Ryan B. Hayward
IJCAI2