activity
20142026
most citedMonte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups

6 citations · 15 across the 16 of their papers we have counts for

collaborators

21 papers

cs.AI2026

Belief Embedding Tree Search

Christopher Solinas, Radovan Haluška, Martin Schmid +3

Beliefs in a Partially Observable Markov Decision Process (POMDP) are posterior distributions over the hidden state given the agent's history of actions and observations. They summ…

cs.LG2025

Neural Bayesian Filtering

Christopher Solinas, Radovan Haluska, David Sychrovsky +6

Sequential estimation under partial observability requires tracking beliefs that may be high-dimensional, multimodal, and non-Gaussian. Classical Bayesian filters generalize zero-s…

cs.AI2025

Online Submission and Evaluation System Design for Competition Operations

Zhe Chen, Daniel Harabor, Ryan Hechnenberger +1

Research communities have developed benchmark datasets across domains to compare the performance of algorithms and techniques However, tracking the progress in these research areas…

cs.AI2025

A Parallel CPU-GPU Framework for Batching Heuristic Operations in Depth-First Heuristic Search

Ehsan Futuhi, Nathan R. Sturtevant

The rapid advancement of GPU technology has unlocked powerful parallel processing capabilities, creating new opportunities to enhance classic search algorithms. This hardware has b…

cs.GT2025

Approximating Nash Equilibria in General-Sum Games via Meta-Learning

David Sychrovský, Christopher Solinas, Revan MacQueen +4

Nash equilibrium is perhaps the best-known solution concept in game theory. Such a solution assigns a strategy to each player which offers no incentive to unilaterally deviate. Whi…

cs.AI2025

Parallelizing Multi-objective A* Search

Saman Ahmadi, Nathan R. Sturtevant, Andrea Raith +2

The Multi-objective Shortest Path (MOSP) problem is a classic network optimization problem that aims to find all Pareto-optimal paths between two points in a graph with multiple ed…

cs.AI2024

On Parallel External-Memory Bidirectional Search

Lior Siag, Shahaf S. Shperberg, Ariel Felner +1

Parallelization and External Memory (PEM) techniques have significantly enhanced the capabilities of search algorithms when solving large-scale problems. Previous research on PEM h…

cs.AI2024

Set-Based Retrograde Analysis: Precomputing the Solution to 24-card Bridge Double Dummy Deals

Isaac Stone, Nathan R. Sturtevant, Jonathan Schaeffer

Retrograde analysis is used in game-playing programs to solve states at the end of a game, working backwards toward the start of the game. The algorithm iterates through and comput…

cs.AI2024

On the Completeness of Conflict-Based Search: Temporally-Relative Duplicate Pruning

Thayne T Walker, Nathan R Sturtevant

Conflict-Based Search (CBS) algorithm for the multi-agent pathfinding (MAPF) problem is that it is incomplete for problems which have no solution; if no mitigating procedure is run…

cs.AI2024

Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games

Douglas Rebstock, Christopher Solinas, Nathan R. Sturtevant +1

Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challe…

cs.AI2023

Clique Analysis and Bypassing in Continuous-Time Conflict-Based Search

Thayne T. Walker, Nathan R. Sturtevant, Ariel Felner

While the study of unit-cost Multi-Agent Pathfinding (MAPF) problems has been popular, many real-world problems require continuous time and costs due to various movement models. In…

cs.GT2023

History Filtering in Imperfect Information Games: Algorithms and Complexity

Christopher Solinas, Douglas Rebstock, Nathan R. Sturtevant +1

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most…

cs.HC2021

The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest

Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant

Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, thee purpose of this paper is…

cs.HC2021★ 1 cited

The Impact of Visualizing Design Gradients for Human Designers

Matthew Guzdial, Nathan Sturtevant, Carolyn Yang

Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research rem…

cs.RO2019

Collision Detection for Agents in Multi-Agent Pathfinding

Thayne T. Walker, Nathan R. Sturtevant

Recent work on the multi-agent pathfinding problem (MAPF) has begun to study agents with motion that is more complex, for example, with non-unit action durations and kinematic cons…

cs.DS2019

Iterative Budgeted Exponential Search

Malte Helmert, Tor Lattimore, Levi H. S. Lelis +2

We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For graph search, A* can require expansions, where is the number of sta…

cs.AI2019

Multi-Agent Pathfinding: Definitions, Variants, and Benchmarks

Roni Stern, Nathan Sturtevant, Ariel Felner +9

The MAPF problem is the fundamental problem of planning paths for multiple agents, where the key constraint is that the agents will be able to follow these paths concurrently witho…

cs.AI2019★ 4 cited

Exponential-Binary State-Space Search

Nathan Sturtevant, Malte Helmert

Iterative deepening search is used in applications where the best cost bound for state-space search is unknown. The iterative deepening process is used to avoid overshooting the ap…

cs.AI2019

Policy Based Inference in Trick-Taking Card Games

Douglas Rebstock, Christopher Solinas, Michael Buro +1

Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially…

cs.AI2017★ 4 cited

Front-to-End Bidirectional Heuristic Search with Near-Optimal Node Expansions

Jingwei Chen, Robert C. Holte, Sandra Zilles +1

It is well-known that any admissible unidirectional heuristic search algorithm must expand all states whose -value is smaller than the optimal solution cost when using a consist…

cs.AI2014★ 6 cited

Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups

Marc Lanctot, Mark H. M. Winands, Tom Pepels +1

Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-be…