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Mike Neilsen

dblp:49/9922 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

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

Artificial intelligence and machine learning · 1Graphics, 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.

Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 50% Probabilistic and Bayesian machine learning · 25% Generative modeling · 25%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
bayesian inference
0.112011
Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
computer go
0.112011
Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011
Machine learning › Generative modeling › generative model
hierarchical generative model
0.112011
Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
move prediction
0.112011
Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011

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

hierarchical generative model · 0.1bayesian learning · 0.1
YearPublicationVenuePosition
2011 Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go
abstract
Computer Go presents a challenging problem for machine learning agents. With the number of possible board states estimated to be larger than the number of hydrogen atoms in the universe, learning effective policies or board evaluation functions is extremely difficult. In this paper we describe Cortigo, a system that efficiently and autonomously learns useful generalizations for large state-space classification problems such as Go. Cortigo uses a hierarchical generative model loosely related to the human visual cortex to recognize Go board positions well enough to suggest promising next moves. We begin by briefly describing and providing motivation for research in the computer Go domain. We describe Cortigo’s ability to learn predictive models based on large subsets of the Go board and demonstrate how using Cortigo’s learned models as additive knowledge in a state-of-the-art computer Go player (Fuego) significantly improves its playing strength.
Martin Michalowski, Mark S. Boddy, Mike Neilsen
AAAI3