Michael Buro's Publication List
Journal Publications & Book Chapters
- M. Buro and H. Kleine Büning,
Report on a SAT Competition,
Bulletin of the EATCS 49 (1993)
- M. Buro,
On the Maximum Length of Huffman Codes,
Information Processing Letters 45(1993), 219-223
- M. Buro,
ProbCut: An Effective Selective Extension
of the Alpha-Beta Algorithm, ICCA Journal 18(2) 1995, 71-76
- M. Buro,
Statistical Feature Combination for the
Evaluation of Game Positions
, JAIR 3(1995), 373-382
- M. Buro and H. Kleine Büning,
On Resolution with Short Clauses,
Annals of Mathematics and Artificial Intelligence 18 (1996) 2-4, 243-260
- M. Buro,
The Othello Match of the Year: Takeshi Murakami vs. Logistello
, ICCA Journal 20(3) 1997, 189-193
- M. Buro,
Toward Opening Book Learning,
ICCA Journal 22(2) 1999, 98-102, reprinted in: Games in AI Research,
H.J. van den Herik, H. Iida (ed.), ISBN: 90-621-6416-1, 2000, and
in: Machines That Learn to Play Games, J. Fürnkranz and M. Kubat (ed.),
ISBN: 1-59033-021-8, 2001
- M. Buro,
Efficient Approximation of Backgammon Race Equities,
ICCA Journal 22(3) 1999, 133-142, reprinted in: Advances in Computer Games 9,
H.J. van den Herik, B. Monien (ed.), ISBN 90-6216-566-4, 2001
- M. Buro,
How Machines have Learned to Play Othello,
IEEE Intelligent Systems J. 14(6) 1999, 12-14
- M. Buro,
Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello
, Games in AI Research, H.J. van den Herik, H. Iida (ed.),
ISBN: 90-621-6416-1, 2000
- M. Buro,
Improving Heuristic Mini-Max Search by
Supervised Learning
, Artificial Intelligence, Vol. 134 (1-2) (2002) pp. 85-99
- M. Buro,
Report On the IWEC-2002 Man-Machine Othello Match
, ICGA Journal, Vol. 25, No.2 (June 2002), pp.113-114
- M. Buro,
The Evolution of Strong Othello Programs,
in: Entertainment Computing - Technology and Applications, R. Nakatsu and J. Hoshino (ed.), Kluwer 2003, pp. 81-88
- D. Gomboc, M. Buro, and
T. Marsland, Tuning evaluation
functions by maximizing concordance, Theoretical Computer
Science, Volume 349, Issue 2, pp. 202-229, 2005
- P.I. Cowling, M. Buro, M. Bida, A. Botea, B. Bouzy,
M.V. Butz, P. Hingston, H. Muoz-Avila, D. Nau, and
M. Sipper, Search in Real-Time
Video Games. In: Artificial and Computational Intelligence
in Games, a follow-up to Dagstuhl Seminar 12191, Eds: S.M. Lucas,
M. Mateas, M. Preuss, P. Spronck, J. Togelius, pp. 1-19, 2013
- A. Botea, B. Bouzy, M. Buro, C .Bauckhage, and
D. Nau. Pathfinding in
Games. In: Artificial and Computational Intelligence in
Games, a follow-up to Dagstuhl Seminar 12191, Eds: S.M. Lucas,
M. Mateas, M. Preuss, P. Spronck, J. Togelius, pp. 21-31, 2013
- N. Barriga, M. Stanescu, and M. Buro,
Combining Scripted Behavior with Game Tree
Search for Stronger, More Robust Game AI (preprint). In: Game AI Pro 3 - Steve Rabin (ed.), ISBN-10: 1498742580, 2017
- M. Stanescu, N. Barriga, and M. Buro,
Combat Outcome Prediction for RTS Games (preprint). In: Game AI Pro 3 - Steve Rabin (ed.), ISBN-10: 1498742580, 2017
- D. Churchill and M. Buro,
Hierarchical Portfolio Search in Prismata (preprint). In: Game AI Pro 3 - Steve Rabin (ed.), ISBN-10: 1498742580, 2017
- N. Barriga, M. Stanescu, and M. Buro,
Game Tree Search Based on Non-Deterministic Action Scripts in Real-Time Strategy Games, IEEE TCIAIG (DOI:10.1109/TCIAIG.2017.2717902), 2017
- N. Barriga, M. Stanescu, F. Basoain, M. Buro,
Improving RTS Game AI by Supervised Policy Learning, Tactical Search, and Deep Reinforcement Learning
,
IEEE Computational Intelligence Magazine, 14(3):11, 2019
Workshop & Conference Contributions
- M. Buro,
Logistello: A Strong Learning Othello Program
, 19th Annual Conference Gesellschaft für Klassifikation
e.V. (1995), Basel
- M. Buro,
Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello
, Workshop on game-tree search, NECI, August 1997
- M. Buro,
Toward Opening Book Learning
, IJCAI-97 workshop on computer games.
- M. Buro,
From Simple Features to Sophisticated Evaluation Functions
, The First International Conference on Computers and Games (CG'98), Tsukuba, Japan.
Published in LNCS volume 1558 (© Springer-Verlag)
- M. Buro,
Efficient Approximation of Backgammon Race Equities
, Advances in Computer Games 9 (1999), Paderborn Germany
- M. Buro,
Simple Amazons Endgames and their Connection to
Hamilton Circuits in Cubic Subgrid Graphs
, The Second International Conference on Computers and Games (CG2000), Hamamatsu Japan, pp.250-261
- M. Buro and I. Durdanovic,
An Overview of NECI's Generic Game Server
, Proceedings of The 6th Computer Games Olympiad Workshop (2001), Maastricht,
The Netherlands, J.W.H.M. Uiterwijk (editor) pp.34-39 (HTML version), and GPW-2001, Hakone (Japan), 2001
- M. Buro,
The Evolution of Strong Othello Programs,
Proceedings of the IWEC-2002 Workshop on Entertainment Computing
(2002), Makuhari, Japan
- M. Buro,
ORTS: A Hack-Free RTS Game Environment,
Proceedings of the International Computers and Games Conference 2002, Edmonton, Canada.
p.280-291
- M. Buro,
Real-Time Strategy Games: A new AI Research Challenge,
Proceedings of the International Joint Conference on AI 2003, Acapulco, Mexico, pp.1534--1535
- D. Gomboc, T.A. Marsland, and M. Buro, Evaluation Function Tuning via Ordinal Correlation, Proceedings of the Advances in Computer Games Conference 10, Graz 2003, pp.1-18
- M. Buro, Solving the Oshi-Zumo Game,
Proceedings of the Advances in Computer Games Conference 10, Graz 2003, pp.361-366
- A.X. Jiang and M. Buro, First Experimental Results of ProbCut Applied to Chess, Proceedings of the Advances in Computer Games Conference 10, Graz 2003, pp.19-32
- M. Buro and T. Furtak, RTS Games and Real-Time AI Research, Proceedings of the Behavior Representation in Modeling and Simulation Conference (BRIMS), Arlington VA 2004, pp.34-41
- T. Hauk, M. Buro, and J. Schaeffer, Rediscovering *-MiniMax Search, Computers and Games Conference, Ramat-Gan 2004, pp.35-50
- T. Hauk, M. Buro, and J. Schaeffer, *-MiniMax Performance in Backgammon, Computers and Games Conference, Ramat-Gan 2004, pp.61-66
- M. Buro, Call for AI Research in RTS Games, Proceedings of the AAAI-04 workshop on AI in games, San Jose 2004, pp.139-142
- M. Chung, M. Buro, and J. Schaeffer, Monte Carlo Planning in RTS Games, CIG
2005, Colchester, UK 2005
- A. Kovarsky and M. Buro, Heuristic
Search Applied to Abstract Combat Games, Proceedings of the
The Eighteenth Canadian Conference on Artificial Intelligence,
Victoria 2005
- T. Furtak, M. Kiyomi, T. Uno, and M. Buro, Generalized Amazons is PSPACE-Complete,
IJCAI, Edinburgh, 2005, pp.132-137
- N.R. Sturtevant and M. Buro, Partial
Pathfinding Using Map Abstraction and Refinement, AAAI,
Pittsburgh, 2005, pp.1392-1397
- M. Buro and T. Furtak, On the
Development of a Free RTS Game Engine, GameOn'NA Conference,
Montreal, 2005, pp.23-27
- D. Demyen and M. Buro, Efficienta
Triangulation-Based Pathfinding. Proceedings of the AAAI
conference, Boston 2006, pp.942-947
- N.R. Sturtevant and M. Buro, Improving Collaborative Pathfinding Using Map
Abstraction. Proceedings of the AIIDE conference, Marina del
Rey 2006, pp.45-50
- M. Buro, J. Bergsma, D. Deutscher, T. Furtak, F. Sailer,
D. Tom, and N. Wiebe, AI System
Designs for the First RTS-Game AI Competition, Proceedings of
the GameOn Conference, Braunschweig Germany, 2006, pp.13-17
- A. Kovarsky and M. Buro, A
First Look at Build-Order Optimization in Real-Time Strategy
Games, Proceedings of the GameOn Conference, Braunschweig
Germany, 2006, pp.18-22
- F. Sailer, M. Buro, and M. Lanctot, Adversarial Planning Through Strategy
Simulation, CIG, Hawaii USA, 2007
- M.R. Jansen and M. Buro, HPA*
Enhancements, AIIDE, Stanford USA, 2007
- M. Buro and A. Kovarsky, Concurrent
Action Execution with Shared Fluents, AAAI, Vancouver Canada, 2007
- T. Furtak and M. Buro, Minimum
Proof Graphs and Fastest-Cut-First Search Heuristics,
IJCAI, Pasadena USA, 2009, pp. 492-498
- M. Buro, J.R. Long, T. Furtak, and
N.R. Sturtevant,
Improving State Evaluation, Inference, and Search in Trick-Based Card
Games, IJCAI, Pasadena USA, 2009, pp. 1407-1413
- J.R. Long, N.R. Sturtevant, M. Buro, and T. Furtak,
Understanding the Success of Perfect Information Monte Carlo
Sampling in Game Tree Search, AAAI, 2010
- T. Furtak and M. Buro,
On the Complexity of Two-Player Attrition Games Played on
Graphs, AIIDE, Stanford USA, 2010
- J.R. Long and M. Buro,
Real-Time Opponent Modelling in Trick-Taking Card Games, IJCAI, Barcelona, 2011, 6 pages
- T. Furtak and M. Buro,
Using Payoff-Similarity to Speed Up Search, IJCAI, Barcelona, 2011, 6 pages
- D. Churchill and M. Buro,
Build Order Optimization in StarCraft, AIIDE, Stanford, 2011, 6 pages
- A. Saffidine, H. Finnsson, and M. Buro,
Alpha-Beta Pruning for Games with Simultaneous Moves, AAAI, Toronto, 2012, pp. 556-562
- D. Churchill, Abdallah Saffidine, and M. Buro,
Fast Heuristic Search for RTS Game Combat Scenarios, AIIDE, Stanford, 2012, pp. 112-117
- D. Churchill and M. Buro, Incorporating Search
Algorithms into RTS Game Agents, AIIDE Workshop on Artificial
Intelligence in Adversarial Real-Time Games, Stanford, 2012, 6 pages
- T. Furtak and M. Buro,
Recursive Monte Carlo Search for Imperfect Information Games, CIG 2013, Niagara Falls, Canada, 8 pages
- D. Churchill and M. Buro,
Portfolio Greedy Search and Simulation for Large-Scale Combat in Starcraft, CIG 2013, Niagara Falls, Canada, 8 pages
- M. Stanescu, S. Poo Hernandez, G. Erickson, R. Greiner and M. Buro, Predicting Army Combat Outcomes in StarCraft, AIIDE 2013, 7 pages.
- N. Barriga, M. Stanescu, and M. Buro, Parallel UCT Search on GPUs, IEEE Conference on Computational Intelligence and Games (CIG), 2014
- M. Stanescu, N. Barriga, and
M. Buro. Introducing
Hierarchical Adversarial Search, a Scalable Search Procedure for
Real-Time Strategy Games (poster), European Conference on AI
(ECAI), 2014
- M. Stanescu, N. Barriga, and M. Buro, Hierarchical Adversarial Search Applied to Real-Time Strategy Games. Artificial Intelligence and
Interactive Digital Entertainment Conference (AIIDE), 2014
- G. Erickson and M. Buro, Global State Evaluation in
StarCraft. Artificial Intelligence and Interactive Digital Entertainment
Conference (AIIDE), 2014
- N. Barriga, M. Stanescu, and
M. Buro, Building Placement
Optimization in Real-Time Strategy Games, Workshop on
Artificial Intelligence in Adversarial Real-Time Games, AIIDE, 2014
- S. Ontañón and M. Buro,
Adversarial Hierarchical-Task Network Planning
for Complex Real-Time Games, Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence (IJCAI 2015)
- N. Barriga, M. Stanescu, and M. Buro,
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search
with Applications to Real-Time Strategy Games, Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), 2015
- M. Stanescu, N. Barriga, and M. Buro,
Using Lanchester Attrition Laws for Combat Prediction in StarCraft, Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), 2015
- D. Churchill and M. Buro,
Hierarchical Portfolio Search:
Prismata's Robust AI Architecture for Games with Large Search Spaces
, Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), 2015
- D. Schneider and M. Buro,
StarCraft Unit Motion: Analysis and Search Enhancements
, Third Workshop on Artificial Intelligence in Adversarial Real-Time Games at AIIDE, 2015
- M. Stanescu, N.A. Barriga, A. Hess, and M. Buro,
Evaluating Real-Time Strategy Game States Using Convolutional Neural Networks, IEEE Conference on Computational Intelligence and Games (CIG), 2016
- N.A. Barriga, M. Stanescu, and M. Buro,
Combining Strategic Learning and Tactical Search in Real-Time Strategy Games, Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), 2017
- S. Zhang and M. Buro,
Improving Hearthstone AI by Learning High-Level
Rollout Policies and Bucketing Chance Node Events, IEEE Conference on Computational Intelligence and Games (CIG), 2017
- M. Stanescu and M. Buro,
Spatial
Action Decomposition Learning Applied to RTS Combat Games, AIIDE Workshop on Artificial Intelligence for Strategy Games, 2018
- D. Rebstock, C. Solinas, M. Buro,
Learning Policies from Human Data for Skat
,
RL in Games Workshop at AAAI 2019 (non-archived workshop paper - see below for archived conference version)
- C. Solinas, D. Rebstock, M. Buro,
Improving Search with Supervised Learning in Trick-Based Card Games
,
AAAI 2019
- D. Churchill, M. Buro, R. Kelly,
Robust Continuous Build-Order Optimization in StarCraft
,
IEEE CoG 2019
- D. Rebstock, C. Solinas, M. Buro, N. Sturtevant,
Policy Based Inference in Trick-Taking Card Games
,
IEEE CoG 2019
- D. Rebstock, C. Solinas, M. Buro,
Learning Policies from Human Data for Skat
,
IEEE CoG 2019
- A. Seify and M. Buro,
Single-Agent Optimization Through Policy Iteration Using Monte-Carlo Tree Search
,
AAAI 2020 Workshop on Reinforcement Learning in Games
- V. Bhatt and M. Buro,
Inference-Based Deterministic Messaging for Multi-Agent Communication,
AAAI 2021
- J. Tuero and M. Buro,
Bayes DistNet - A Robust Neural Network for Algorithm Runtime Distribution Predictions,
AAAI 2021
- W. Feng, L. Lan, M. Buro, and Z. Luo,
Online Mulitple-Pedestrian Tracking with Detection-Pair-Based Graph Convolutional Networks,
IEEE JIoT 2022
- C. Solinas, D. Rebstock, N.R. Sturtevant, and M. Buro,
History Filtering in Imperfect Information Games: Algorithms and Complexity,
NeuRIPS 2023
Theses
Technical Reports
- M. Buro,
A contribution to the determination of Rado's Sigma(5) -
or - How to catch busy beavers?,
Computer Science Technical Report 146 (1990), RWTH-Aachen, Germany
- M. Buro and H. Kleine Büning,
Report on a SAT Competition,
Technical Report tr-ri-92-110 (1992), University of Paderborn, Germany;
- M. Buro (Editor),
The First International Paderborn Computer
Othello Tournament, Technical Report tr-ri-94-141 (1994),
University of Paderborn, Germany
- M. Buro,
An Evaluation Function for Othello Based on Statistics
, NECI Technical Report #31 (1997)
- M. Buro,
Toward Opening Book Learning
, NECI Technical Note #2 (1997)
- M. Buro,
Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello
, NECI Technical Report #96 (1997)
- M. Buro,
The Othello Match of the Year: Takeshi Murakami vs. Logistello
, NECI Technical Note #012N (1997)
- M. Buro,
From Simple Features to Sophisticated Evaluation Functions
, NECI Technical Report #60 (1998)
- M. Buro,
Efficient Approximation of Backgammon Race Equities
, NECI Technical Report #34 (1999)
- M. Buro and I. Durdanovic,
GSA (Generic Server Architecture),
NECI Software Release #SW-0025-C (1999)
- M. Buro,
Simple Amazons Endgames and their Connection to
Hamilton Circuits in Cubic Subgrid Graphs
, NECI Technical Report #71 (2000)
- M. Buro,
Improving Heuristic Mini-Max Search by
Supervised Learning
, NECI Technical Report #106 (2000)
- M. Buro and I. Durdanovic,
An Overview of NECI's Generic Game Server,
NECI Technical Report #74 (2001), HTML version
- M. Buro,
ORTS: A Hack-Free RTS Game Environment,
NECI Technical Report #36 (2002)
Honors and Invited Talks
- The 1996 ICCA Journal Award for the article "ProbCut: An Effective
Selective Extension of the Alpha-Beta Algorithm",
ICCA Journal 18(2) 1995, 71-76
- Participation in the "Hall of Champions" event at AAAI-97
- "How Machines have Learned to Play Othello",
Invited talk at GPW'97, Hakone, Japan (1997)
- "Logistello - A Strong Learning Othello Program",
Invited lecture at Nihon University, Tokyo, Japan (1997)
- "Efficient Approximation of Backgammon Race Equities",
Invited talk at University of Paderborn, Germany (1999)
- "Is one neuron really sufficient to play games at world-champion level?",
Invited talk at the workshop on Machine Learning in Games, ICML-99
- "How Machines have Learned to Play Othello",
Invited plenary talk at IJCNN'99, Washington D.C.
- "Features are More Important than Weights",
Invited tutorial at IJCNN'99, Washington D.C.
- "Is one neuron sufficient to play games at world-champion level?",
Invited talk at University of Massachusetts, November 1999
- "Machine Learning applied to Heuristic Mini-Max Search",
Invited talk at University of Alberta, March 2001
- "Making machines smarter, not just faster.",
Invited talk at University of Alberta, November 2001
- "Machine Learning in Games",
Invited talk at the BNMI Workshop on Artificial Intelligence, August 2002
- "Games Research at UofA",
Invited talk at the Relic.com, Vancouver, May 2003
- M. Buro and T. Furtak,
RTS Games as Test-Bed for Real-Time Research,
Invited Paper at the Workshop on Game AI, JCIS 2003, 481-484 (extended version)
- Presentation about ORTS at the Microsoft Academic Days event, January 2006
- The First ORTS Game AI Competition at AIIDE-06, June 2006
- Invited Talk on Search and Abstraction in Real-Time Strategy Games at SOCS 2016, July 2016
- Invited Talk on Game AI Challenges at CPCC 2018 in Shenyang, China, August 2018
Miscellany
- M. Buro,
L'apprentissage des ouvertures chez Logistello
, Magazine de la Fèdèration Française
d'Othello FFORUM 37 (1995), 18-20
- M. Buro (Editor),
The Third International Paderborn
Computer Othello Tournament (1995)
- M. Buro (Editor),
The Fourth International Paderborn
Computer Othello Tournament (1996)
- M. Buro,
An Overview of Logistello, (1997)
- M. Buro (Editor),
Papers of the Workshop on Computer Games, NECI,
Aug.97, (1997)
- M. Buro,
Multi-ProbCut Search, GAMES-Group Talk at U.of.A, October 2002
- M. Buro,
A Generalized Linear Evaluation Model, Heuristic Search Class lecture at U.of.A, October 2002
- M. Buro,
RTDS meeting kick-off, October 2002
- M. Buro,
AI Projects you didn't know you are interested in, AI Seminar UofA, October 2002
- M. Buro,
ORTS - A Hack-Free RTS Game Toolkit, RTDS meeting, October 2002
- M. Buro,
Evaluation, Search, Planning, and beyond,
10-minute madness, UofA, November 2002
- J. Schaeffer, V. Bulitko,
M. Buro, Bots
Get Smart, IEEE Spectrum, Dec. 2008, pp. 44-49
- M. Buro,
D. Churchill, Real-Time
Strategy Game Competitions, AI Magazine Vol 33, No 3,
pp. 106-108, 2012
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