224 results on '"Mark H. M. Winands"'
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2. Towards a Characterisation of Monte-Carlo Tree Search Performance in Different Games.
3. Scheduling Single AGV in Blocking Flow-Shop with Identical Jobs.
4. Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing.
5. Towards Explainable Linguistic Summaries.
6. Explainable Search: An Exploratory Study in SameGame.
7. Combining Monte-Carlo Tree Search with Proof-Number Search.
8. Split Moves for Monte-Carlo Tree Search.
9. Monte Carlo Tree Search as an intelligent search tool in structural design problems.
10. Proof Number Based Monte-Carlo Tree Search.
11. Automatic Goal Discovery in Subgoal Monte Carlo Tree Search.
12. Adaptive General Search Framework for Games and Beyond.
13. Ludii - The Ludemic General Game System.
14. Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing.
15. A tribute to Guy Haworth.
16. Analysis of the Impact of Randomization of Search-Control Parameters in Monte-Carlo Tree Search.
17. Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search.
18. Optimising Level Generators for General Video Game AI.
19. Self-Adaptive Monte Carlo Tree Search in General Game Playing.
20. Monte-Carlo Tree-Search for Leveraging Performance of Blackbox Job-Shop Scheduling Heuristics.
21. Editorial: Many quests.
22. Editorial: Looking back, looking forward.
23. Editorial: Rankings and ratings.
24. MCTS-Minimax Hybrids with State Evaluations (Extended Abstract).
25. Implementing Propositional Networks on FPGA.
26. Self-adaptive MCTS for General Video Game Playing.
27. Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing.
28. Wall Building in the Game of StarCraft with Terrain Considerations.
29. Adapting to Concept Drift in Credit Card Transaction Data Streams Using Contextual Bandits and Decision Trees.
30. Split Moves for Monte-Carlo Tree Search.
31. On-Line Parameter Tuning for Monte-Carlo Tree Search in General Game Playing.
32. Resource-gathering algorithms in the game of starcraft.
33. Service Selection using Predictive Models and Monte-Carlo Tree Search.
34. The 2016 Two-Player GVGAI Competition.
35. MCTS-Minimax Hybrids with State Evaluations.
36. Optimizing Propositional Networks.
37. Comparison of rapid action value estimation variants for general game playing.
38. Hierarchical Task Network Plan Reuse for video games.
39. Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing.
40. Advances in Computer Games 2017.
41. 2018 IEEE Conference on Computational Intelligence and Games (CIG 2018).
42. Ludii - The Ludemic General Game System.
43. Foundations of Digital Archæoludology.
44. Sequential Halving for Partially Observable Games.
45. The Surakarta Bot Revealed.
46. Time Management for Monte Carlo Tree Search.
47. Algorithms for computing strategies in two-player simultaneous move games.
48. Quality-based Rewards for Monte-Carlo Tree Search Simulations.
49. Monte-Carlo Tree Search and Minimax Hybrids with Heuristic Evaluation Functions.
50. Minimizing Simple and Cumulative Regret in Monte-Carlo Tree Search.
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