Murray Campbell
Canadian computer scientist
Why Is Murray Campbell Influential?
(Suggest an Edit or Addition)According to Wikipedia, Murray Campbell is a Canadian computer scientist known for being part of the team that created Deep Blue; the first computer to defeat a world chess champion. Biography Campbell was involved in surveillance projects related to petroleum production, disease outbreak, and financial data. In earlier work, Campbell was a member of the teams that developed chess machines: HiTech and a project to culminate in Deep Blue, the latter being the first computer to defeat the reigning world chess champion, Garry Kasparov, in a challenge match, in 1997. Kasparov had won an earlier match the previous year.
Murray Campbell's Published Works
Published Works
- Deep Blue (2002) (1038)
- Algorithms for rapid outbreak detection: a research synthesis (2005) (218)
- Parallel Search of Strongly Ordered Game Trees (1982) (183)
- A Grandmaster Chess Machine (1990) (165)
- Singular Extensions: Adding Selectivity to Brute-Force Searching (1990) (163)
- Evidence Aggregation for Answer Re-Ranking in Open-Domain Question Answering (2017) (147)
- A Comparison of Minimax Tree Search Algorithms (1983) (129)
- Eigenoption Discovery through the Deep Successor Representation (2017) (110)
- Event Mining in Multimedia Streams (2008) (109)
- Learning to Teach in Cooperative Multiagent Reinforcement Learning (2018) (93)
- TED: Teaching AI to Explain its Decisions (2018) (76)
- Analytics Ecosystem Transformation: A Force for Business Model Innovation (2011) (58)
- Knowledge discovery in deep blue (1999) (58)
- Mental Models of AI Agents in a Cooperative Game Setting (2020) (56)
- Measuring the Performance Potential of Chess Programs (1990) (49)
- Deep Blue system overview (1995) (49)
- Teaching AI Agents Ethical Values Using Reinforcement Learning and Policy Orchestration (2019) (48)
- Evaluating multiple attribute items using queries (2001) (48)
- Using Chunking to Solve Chess Pawn Endgames (1984) (40)
- A learning-based hybrid tagging and browsing approach for efficient manual image annotation (2008) (36)
- An efficient manual image annotation approach based on tagging and browsing (2007) (27)
- Local-to-Global Bayesian Network Structure Learning (2017) (24)
- Interactive Fiction Game Playing as Multi-Paragraph Reading Comprehension with Reinforcement Learning (2020) (23)
- Hybrid Reinforcement Learning with Expert State Sequences (2019) (23)
- The graph-history interaction: on ignoring position history (1985) (23)
- Learning to Query, Reason, and Answer Questions On Ambiguous Texts (2016) (22)
- Interpretable Multi-Objective Reinforcement Learning through Policy Orchestration (2018) (22)
- I-athlon: Towards A Multidimensional Turing Test (2016) (21)
- Learning Hierarchical Teaching Policies for Cooperative Agents (2019) (19)
- Event detection in sensor networks for modern oil fields (2008) (19)
- Information technology for healthcare transformation (2011) (15)
- The Eigenoption-Critic Framework (2017) (13)
- Learning and Classification of Semantic Concepts in Broadcast Video (12)
- Cognitive Assistance in Government and Public Sector Applications (2016) (9)
- Effects of Communication Directionality and AI Agent Differences in Human-AI Interaction (2021) (9)
- Hybrid Tagging and Browsing Approaches for Efficient Manual Image Annotation (2009) (9)
- Multi-query interactive image and video retrieval -: theory and practice (2008) (9)
- Efficient Text-based Reinforcement Learning by Jointly Leveraging State and Commonsense Graph Representations (2021) (8)
- Learning Hierarchical Teaching in Cooperative Multiagent Reinforcement Learning (2019) (7)
- Simple yet Effective Bridge Reasoning for Open-Domain Multi-Hop Question Answering (2019) (7)
- Epi-SPIRE: a system for environmental and public health activity monitoring (2003) (7)
- UbuntuWorld 1.0 LTS - A Platform for Automated Problem Solving & Troubleshooting in the Ubuntu OS (2016) (6)
- A Study of Compositional Generalization in Neural Models (2020) (5)
- Learning to Recover Reasoning Chains for Multi-Hop Question Answering via Cooperative Games (2020) (5)
- Teaching Meaningful Explanations (2018) (5)
- A Chess Program That Chunks (1983) (3)
- Teaching AI to Explain its Decisions Using Embeddings and Multi-Task Learning (2019) (2)
- Deriving Commonsense Inference Tasks from Interactive Fictions (2020) (2)
- Mastering board games (2018) (1)
- Preface: Deep learning (2017) (1)
- Report on the 1988 Fredkin Masters Open (1988) (1)
- Una máquina ajedrecística con nivel de gran maestro (1990) (0)
- Cognitive Assistance in Government and Public Sector Applications (2016) (0)
- The Sixth World Computer-Chess Championship. New Directions in Game-Tree Search (1989) (0)
- Reviews (1969) (0)
- Event Mining in Multimedia Streams Research on identifying and analyzing events and activities in media collections had led to new technologies and systems. (2008) (0)
- Message from the ICEBE 2010 Program Chairs (2010) (0)
- Continual learning with direction-constrained optimization (2020) (0)
- Reviews: Advances in Computer Chess 6 (1991) (0)
- Combining Fast and Slow Thinking for Human-like and Efficient Decisions in Constrained Environments (2022) (0)
- The Musician’s Experience of Brass Instruments (2021) (0)
- After the Lips: Acoustic Resonances and Radiation (2021) (0)
- ICEBE 2010 Organizing Committee (2010) (0)
- 1 TED Framework and a Simple Instantiation (2018) (0)
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Other Resources About Murray Campbell
What Schools Are Affiliated With Murray Campbell?
Murray Campbell is affiliated with the following schools: