Jonathan Schaeffer
Canadian computer scientist
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Computer Science
Why Is Jonathan Schaeffer Influential?
(Suggest an Edit or Addition)According to Wikipedia, Jonathan Herbert Schaeffer is a Canadian researcher and professor at the University of Alberta and the former Canada Research Chair in Artificial Intelligence. He led the team that wrote Chinook, the world's strongest American checkers player, after some relatively good results in writing computer chess programs. He is involved in the University of Alberta GAMES group developing computer poker systems. Schaeffer is also a member of the research group that created Polaris, a program designed to play the Texas Hold'em variant of poker. He is a Founder of Onlea, which produces online learning experiences.
Jonathan Schaeffer's Published Works
Published Works
- Checkers Is Solved (2007) (448)
- Near Optimal Hierarchical Path-Finding (2004) (397)
- The challenge of poker (2002) (319)
- The History Heuristic and Alpha-Beta Search Enhancements in Practice (1989) (270)
- Approximating Game-Theoretic Optimal Strategies for Full-scale Poker (2003) (269)
- Parallel Sorting by Regular Sampling (1992) (248)
- Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators (2005) (231)
- A World Championship Caliber Checkers Program (1992) (212)
- Opponent Modeling in Poker (1998) (190)
- Searching with Pattern Databases (1996) (170)
- CHINOOK: The World Man-Machine Checkers Champion (1996) (167)
- One jump ahead - challenging human supremacy in checkers (1997) (163)
- The game of chess (1992) (135)
- Monte Carlo Planning in RTS Games (2005) (134)
- Best-First Fixed-Depth Minimax Algorithms (1996) (129)
- Enhanced Partial Expansion A (2014) (128)
- The Enterprise model for developing distributed applications (1993) (128)
- On the Versatility of Parallel Sorting by Regular Sampling (1993) (121)
- A Gamut of Games (2001) (118)
- Sokoban: Enhancing general single-agent search methods using domain knowledge (2001) (111)
- From patterns to frameworks to parallel programs (2002) (93)
- Temporal Difference Learning Applied to a High-Performance Game-Playing Program (2001) (93)
- Improved Opponent Modeling in Poker (2000) (89)
- Computer-game construction: A gender-neutral attractor to Computing Science (2010) (88)
- The History Heuristic (1983) (88)
- Computers, Chess, and Cognition (2011) (85)
- Memory-Based Heuristics for Explicit State Spaces (2009) (84)
- Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games (2004) (84)
- Using Probabilistic Knowledge and Simulation to Play Poker (1999) (83)
- Conspiracy Numbers (1990) (82)
- Games, computers, and artificial intelligence (2002) (81)
- Pattern Databases (1998) (81)
- Experiments in Search and Knowledge (1986) (76)
- The games computers (and people) play (2000) (74)
- Solving Checkers (2005) (72)
- Distributed Game-Tree Searching (1989) (69)
- ScriptEase: generative design patterns for computer role-playing games (2004) (68)
- Solving Large Retrograde Analysis Problems Using a Network of Workstations (1993) (66)
- Dual Lookups in Pattern Databases (2005) (65)
- Partial-Expansion A* with Selective Node Generation (2012) (65)
- A Template-Based Approach to the Generation of Distributed Applications Using a Network of Workstations (1991) (64)
- Pushing the limits: new developments in single-agent search (1999) (64)
- Low Overhead Alternatives to SSS (1987) (63)
- Analysis of Transposition-Table-Driven Work Scheduling in Distributed Search (1999) (63)
- Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning (2011) (60)
- New advances in Alpha-Beta searching (1996) (60)
- Degrees of Separation in Social Networks (2011) (60)
- Learning from Multiple Heuristics (2008) (59)
- Interactive story authoring: A viable form of creative expression for the classroom (2008) (58)
- Fringe Search: Beating A* at Pathfinding on Game Maps (2005) (57)
- Kasparov versus Deep Blue: The Rematch (1997) (57)
- One Jump Ahead (1997) (56)
- Inconsistent heuristics in theory and practice (2011) (56)
- Generating parallel programs from the wavefront design pattern (2002) (55)
- An experiment to measure the usability of parallel programming systems (1996) (54)
- Using Abstraction for Planning in Sokoban (2002) (52)
- Exploiting Graph Properties of Game Trees (1996) (50)
- Efficiently Searching the 15-Puzzle (1994) (49)
- Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms (2010) (49)
- FastLSA: A Fast, Linear-Space, Parallel and Sequential Algorithm for Sequence Alignment (2003) (49)
- Using generative design patterns to generate parallel code for a distributed memory environment (2003) (48)
- Dynamic Control in Real-Time Heuristic Search (2008) (47)
- Building the Checkers 10-piece Endgame Databases (2003) (45)
- ScriptEase: A generative/adaptive programming paradigm for game scripting (2007) (45)
- A Comparison of Knowledge-Based GBFS Enhancements and Knowledge-Free Exploration (2014) (42)
- Comparing UCT versus CFR in Simultaneous Games (2009) (41)
- Representational Difficulties with Classifier Systems (1989) (40)
- Learning Partial-Order Macros from Solutions (2005) (40)
- Generating Ambient Behaviors in Computer Role-Playing Games (2005) (40)
- Solving the Game of Checkers (1996) (40)
- Multiprocessor tree-search experiments (1986) (39)
- Generative design patterns (2002) (39)
- Domain-Dependent Single-Agent Search Enhancements (1999) (38)
- One Jump Ahead: Computer Perfection at Checkers (2008) (38)
- Asynchronous parallel game-tree search (1998) (38)
- Duality in permutation state spaces and the dual search algorithm (2008) (37)
- Rethinking the pipeline as object-oriented states with transformations (2004) (37)
- Poker as Testbed for AI Research (1998) (36)
- HCS: Adding Hierarchies to Classifier Systems (1991) (36)
- Inconsistent Heuristics (2007) (36)
- Best-First Fixed-Depth Game-Tree Search in Practice (1995) (36)
- Concurrent SSA form in the presence of mutual exclusion (1998) (35)
- Sokoban: A Challenging Single-Agent Search Problem (1997) (34)
- Any-Angle Path Planning for Computer Games (2011) (34)
- Poker as a Testbed for Machine Intelligence Research (1998) (34)
- ArvandHerd: Parallel Planning with a Portfolio (2012) (33)
- Memory-efficient A* heuristics for multiple sequence alignment (2002) (33)
- Comparison of Different Grid Abstractions for Pathfinding on Maps (2003) (33)
- Learning to Play Strong Poker (1999) (32)
- Chips Challenging Champions: Games, Computers and Artificial Intelligence (2002) (32)
- Information Acquisition in Minimal Window Search (1985) (31)
- Search Versus Knowledge in Game-Playing Programs Revisited (1997) (31)
- Interactive Story Writing in the Classroom: Using Computer Games (2005) (30)
- Multiple Agents Moving Target Search (2003) (30)
- Rediscovering *-Minimax Search (2004) (30)
- *-Minimax Performance in Backgammon (2004) (29)
- Partial Pattern Databases (2007) (29)
- Raising the stakes. (2005) (29)
- Pattern-based parallel programming (2002) (28)
- Portal-Based True-Distance Heuristics for Path Finding (2010) (28)
- Experience with parallel programming using code templates (1998) (26)
- Transposition Table Driven Work Scheduling in Distributed Game-Tree Search (2002) (26)
- Generating Parallel Program Frameworks from Parallel Design Patterns (2000) (26)
- Using Component Abstraction for Automatic Generation of Macro-Actions (2004) (26)
- A VLSI Architecture for Image Composition (1988) (25)
- Single-Agent Search in the Presence of Deadlocks (1998) (25)
- Gentlemen’s Agreement (2009) (24)
- Multidisciplinary students and instructors: a second-year games course (2008) (24)
- A Re-Examination of Brute-Force Search (1993) (23)
- REVIVING THE GAME OF CHECKERS (1991) (23)
- A* Search with Inconsistent Heuristics (2009) (22)
- Man Versus Machine for the World Checkers Championship (1993) (22)
- Single-Frontier Bidirectional Search (2010) (22)
- A PATTERN CATALOG FOR COMPUTER ROLE PLAYING GAMES (2005) (21)
- March 2004 7 NEAR OPTIMAL HIERARCHICAL PATHFINDING (2004) (21)
- Distributed game-tree search using transposition table driven work scheduling (2002) (21)
- Using Selective-Sampling Simulations in Poker (1999) (21)
- Dual Search in Permutation State Spaces (2006) (21)
- EIDA: The European Integrated Data Archive and Service Infrastructure within ORFEUS (2021) (21)
- Dynamic Control in Path-Planning with Real-Time Heuristic Search (2007) (21)
- A New Paradigm for Minimax Search (2014) (20)
- Chunking for Experience (1990) (20)
- APHID: Asynchronous Parallel Game-Tree Search (2000) (20)
- Sokoban: Evaluating Standard Single-Agent Search Techniques in the Presence of Deadlock (1998) (20)
- Experimentally Assessing the Usability of Parallel Programming Systems (1994) (19)
- Fast Planning with Iterative Macros (2007) (19)
- TrellisDAG: A System for Structured DAG Scheduling (2003) (19)
- Sokoban: improving the search with relevance cuts (2001) (19)
- VCS: Variable Classifier Systems (1989) (19)
- The Role of Chess in Artificial Intelligence Research (1991) (19)
- Game Over: Black to Play and Draw in Checkers (2007) (18)
- Evaluating pattern catalogs: the computer games experience (2006) (17)
- High performance computing systems and applications (1998) (16)
- A GGP Feature Learning Algorithm (2011) (16)
- Writing Interactive Stories in the Classroom (2005) (15)
- Improved Parallel Alpha-Beta Search (1986) (15)
- Perspectives on Falling from Grace (1989) (15)
- A demonstration of the Polaris poker system (2009) (14)
- Unifying single-agent and two-player search (2000) (14)
- Safer Tuple Spaces (1997) (13)
- Deferring design pattern decisions and automating structural pattern changes using a design-pattern-based programming system (2009) (13)
- Pattern-Based AI Scripting Using ScriptEase (2003) (12)
- Why Not Use a Pattern-Based Parallel Programming System? (2003) (12)
- Long-range planning in computer chess (1983) (12)
- PI/OT: Parallel I/O Templates (1997) (12)
- Object-Oriented Pattern-Based Parallel Programming with Automatically Generated Frameworks (1999) (11)
- The APHID Parallel alpha-beta Search Algorithm (1996) (11)
- Structuring Distributed Algorithms in a Workstation Environment: The FrameWorks Approach (1989) (11)
- Asserting the utility of CO2P3S using the Cowichan Problem Set (2005) (11)
- Analysis and optimization of explicitly parallel programs (2000) (11)
- Adolescents Composing Fiction in Digital Game and Written Formats: Tacit, Explicit and Metacognitive Strategies (2007) (11)
- Temperature Discovery Search (2004) (11)
- The Canadian Internetworked Scientific Supercomputer (2003) (11)
- Pattern-Based Object-Oriented Parallel Programming (1997) (11)
- The Object-Oriented Components of the Enterprise Parallel Programming Environment (1993) (10)
- SSS* = α-β + TT (1994) (10)
- A* Variants for Optimal Multi-Agent Pathfinding (2021) (10)
- Automatic Story Generation for Computer Role-Playing Games (2006) (9)
- Enterprise: An Interactive Graphical Programming Environment For Distributed Software Development (1991) (9)
- Optimal-Generation Variants of EPEA (2013) (9)
- Nearly Optimal Minimax Tree Search? (2014) (9)
- The compressed differential heuristic (2011) (9)
- Exploring Approaches for Large Data in Seismology: User and Data Repository Perspectives (2021) (8)
- Searching with Uncertainty Cut-Offs (1997) (8)
- Automatic Generation of Search Engines (2006) (8)
- Enterprise in context: assessing the usability of parallel programming environments (1993) (8)
- Extending PDDL for Hierarchical Planning and Topological Abstraction (2003) (8)
- A platform-independent graphical user interface for SEQSEE and XALIGN (1997) (8)
- Solving equations of motion on a virtual tree machine (1985) (8)
- Speculative Computing (1987) (8)
- Experiments in Distributed Game-Tree Searching (1987) (8)
- ScriptEase: generating scripting code for computer role-playing games (2004) (8)
- TReqS: The Tape REQuest Scheduler (2011) (7)
- Empirical results with conspiracy numbers (1990) (7)
- Using abstraction in Two-Player Games (2008) (7)
- Marion Tinsley: human Perfection at Checkers? (1996) (7)
- Enterprise User's Manual Version 2.4 (1994) (7)
- A Minimax Algorithm Better Than Alpha-beta?: No and Yes (2017) (7)
- Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search (2014) (7)
- SSS* = Alpha-Beta + TT (2014) (7)
- APHID Game-Tree Search (1997) (6)
- Checkers: A Preview of What Will Happen in Chess? (1991) (6)
- An analysis of the conspiracy numbers algorithm (1994) (6)
- The Enterprise Distributed Programming Model (1992) (6)
- Man Versus Machine: The Silicon Graphics World Checkers Championship (1992) (6)
- Optimizing Mutual Exclusion Synchronization in Explicitly Parallel Programs (2000) (6)
- Partial Information Endgame Databases (2006) (5)
- A VLSI Chess Legal Move Generator (1983) (5)
- The FESS Algorithm: A Feature Based Approach to Single-Agent Search (2020) (5)
- Software Engineering Considerations in the Construction of Parallel Programs (1995) (5)
- Games: Planning and Learning (1994) (5)
- Relevance Cuts: Localizing the Search (1998) (4)
- Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, June 6-8, 2007, Stanford, California, USA (2007) (4)
- The Relative Importance of Knowledge (1984) (4)
- Checkers program to challenge for world championship (1991) (4)
- Didn’t Samuel Solve That Game? (2009) (4)
- Automating Layouts of Sewers in Subdivisions (2010) (4)
- Using a Template-Based Parallel Programming Environment to Eliminate Errors (1996) (4)
- Sokoban: A Case-Study in the Application of Domain Knowledge in General Search Enhancements to Incre (2000) (4)
- Views on template-based parallel programming (1996) (4)
- Systolic polynomial evaluation and matrix multiplication with multiple precision (1985) (4)
- A Demonstration of SQUEGE: A CRPG Sub-Quest Generator (2007) (4)
- Thompson: Quintets with Variations (1993) (4)
- RÉSIF-SI: A Distributed Information System for French Seismological Data (2021) (4)
- The Utility of Expert Knowledge (1985) (4)
- Using generative design patterns to develop network server applications (2005) (3)
- Coarse-to-Fine Search Techniques (2008) (3)
- Using Inconsistent Heuristics on A ∗ Search (2008) (3)
- ArvandHerd 2014 (2014) (3)
- The APHID parallel αβ search algorithm (1996) (3)
- Pi/ot: a template approach to parallel i/o (1997) (3)
- Asserting the utility of CO 2 P 3 S using the Cowichan Problem Set (2002) (3)
- Best-First and Depth-First Minimax Search in Practice (2015) (3)
- Program Design and Animation in the Enterprise Parallel Programming Environment (1993) (3)
- Improved Heuristic and Tie-Breaking for Optimally Solving Sokoban (2016) (3)
- Adding Exploration to Greedy Best-First Search (2013) (3)
- A VLSI Multipresision Matrix Multiplier and Polynomial Evaluator (1987) (3)
- ScriptEase II: Platform Independent Story Creation Using High-Level Patterns (2013) (3)
- Extending the Applicability of Pattern and Endgame Databases (2009) (3)
- SSS* = AB+TT (1995) (2)
- Identifying and Validating Irregular Mutual Exclusion Synchronization in Explicitly Parallel Programs (Research Note) (2000) (2)
- The Computer Olympiad 2020 (2021) (2)
- The 2021 Computer Olympiad (2022) (2)
- Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers (2004) (2)
- Seconding a Grandmaster (1990) (2)
- Abstract: Block A* and Any-Angle Path-Planning (2011) (2)
- Comment on 'Distributed Game-Tree Search' (1989) (2)
- Chinook Is World Checkers Champion! (1994) (2)
- I’m Ready to Go (2009) (2)
- Solving Checkers: First Result (2005) (2)
- A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games (2006) (2)
- Technology Transfer from One High-Performance Search Engine to Another (2001) (2)
- It’s a Draw! (2009) (2)
- Pre-Searching (2004) (1)
- Junction treatment for BOR-wire geometries (1979) (1)
- Generating Ambient Behaviours in Computer Role-Playing Games (2006) (1)
- 1989 World Computer Chess Championship (1990) (1)
- Finding Better Candidate Algorithms for Portfolio-Based Planners (2013) (1)
- Report on the 1st Soviet Computer-Chess Championship or Re-awakening a Sleeping Giant (1988) (1)
- ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games (2006) (1)
- The Final Frontier (2009) (1)
- The Evolution of Knowledge and Search in Game-Playing Systems (2007) (1)
- A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games (2005) (1)
- VLSI legal move generator for the game of chess (1983) (1)
- The 1970 United States computer chess championship: The start of the longest-running experiment in computer science history (2020) (1)
- An Object-Oriented Run-time System for Parallel Applications (1996) (1)
- The Computer Olympiads 1989-2021 (2022) (1)
- Dangers, Toils, and Snares: U.S. Senators' Rhetoric of Public Insecurity and Religiosity (2020) (1)
- ScriptEase-A Demonstration of Ambient Behavior Generation for Computer Role-Playing Games (2005) (1)
- Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, June 20-23, 2006, Marina del Rey, California, USA (2006) (1)
- Go-bot, go (2014) (1)
- FastLSA - A Fast Linear-Space Algorithm for Sequence Alignment (2001) (1)
- As Good As God (2009) (1)
- A Demonstration of ScriptEase II (2011) (1)
- The games computers play...: perfectly (2007) (1)
- Parallel Object Labeling in MIMD and Distributed Environments (1991) (1)
- Path-finding on a Grid (2002) (1)
- Mechanical Generation of Admissible Heuristics (2010) (1)
- Computer (and Human) Perfection at Checkers (2009) (1)
- Performance debugging in the enterprise parallel programming system (1995) (1)
- Yasmine : A new tool for stationXML (2020) (1)
- The Case for the Prosecution (2009) (0)
- Is Best First Search Really Best (2013) (0)
- This Was Going to Be Easy (1997) (0)
- Computer vs Computer via Computer (1984) (0)
- Recollections and Reflections by Norman Treloar (2009) (0)
- (Game-)tree searcher search (2022) (0)
- The State of the Art (1990) (0)
- The Sixth World Computer-Chess Championship. Report on the ICCA Triennial Meeting (1989) (0)
- An ICGA evaluation function (2020) (0)
- HONORARY DOCTORATE CEREMONY KEN THOMPSON (2006) (0)
- A Nobel Turing Trio (2009) (0)
- COMPUTER GAMES 2002 (2001) (0)
- Interactive Story Writing Using ScriptEase (2005) (0)
- A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs (2007) (0)
- Tributes to Tony Scherzer (1995) (0)
- Personal Recollections by Martin Bryant (2009) (0)
- An ICCA Evaluation Function, or a Self-Referential Statement, or the Treasurer's Report (1987) (0)
- Contents Volume 85, 2004 (2005) (0)
- Using PI/OT to support complex parallel I/O (1998) (0)
- THE G AME O F C HESS (1992) (0)
- Programmed by God (2009) (0)
- Learning to Have Fun (2006) (0)
- KEN THOMPSON’S INFLUENCE ON COMPUTER GAMES RESEARCH (2001) (0)
- Prelude to Disaster (2009) (0)
- Home Away From Home (2009) (0)
- Solving the Problem of a Checkers Solving Program by Neil Burch. (2009) (0)
- An ICCA Re-Evaluation Function (1989) (0)
- Dissension Among the Ranks (1997) (0)
- The Illusion of Intelligence (2009) (0)
- A Rejoinder to the Response to a Comment on 'Distributed Game-Tree Search' (1990) (0)
- University of Alberta Using State Estimation for Dynamic Agent Modelling (0)
- Inconsistent Heuristics: (AAAI-07: 1211-1216) (2008) (0)
- Fifty years of computer chess (2020) (0)
- Towards Parallel Sorting with Sampling Techniques on non Homogeneous Clusters (2001) (0)
- A Wake-Up Call (2009) (0)
- Motivational Ambient and Latent Behaviors in Computer RPGs (2007) (0)
- Table of Contents / Editorial (2006) (0)
- An M.Sc. Thesis: An Experiment in Distributed Game Tree Searching (1985) (0)
- The Best Annotation Award (1994) (0)
- Artificial Intelligence: Game Playing Systems (2005) (0)
- Derek Oldbury (1924-1994): An Obituary (1994) (0)
- Special Issue on Computer Chess Tournaments: The 50-Year Experiment (2020) (0)
- Sluicing for Gold by Robert Lake (2009) (0)
- Gentlemen, Start Your Engines (2009) (0)
- Checkered Out by Steph Schaeffer (2009) (0)
- Checkered Past by Rebecca Schaeffer (2009) (0)
- 12 A VLSI Architecture for Image Composition (2011) (0)
- Marion Tinsley: An Obituary (1995) (0)
- A Demonstration of ScriptEase Motivational Ambient and Latent Behaviors for Computer RPGs (2007) (0)
- ICCA to Move: += (1992) (0)
- Get a Life, Jonathan (1997) (0)
- Th e role of games in und erst an di n g com pu t ati on al i n tel l igen ce (1999) (0)
- The 3rd Advanced Chess match (León, June 2-5, 2000) (2000) (0)
- Samuel's Checkers Player (2006) (0)
- Report on the AIIDE'07 Conference (2007) (0)
- You Look Like a Checkers Player (2009) (0)
- The Game of Chess 14 (2010) (0)
- Working Group Report: Reducing the Complexity of Parallel Software Development (1994) (0)
- ACG 2021 conference report (2022) (0)
- Algorithms for Games (1988) (0)
- A Minimax Algorithm Better than Alpha-Beta ? (2010) (0)
- Let Me Suggest the Unthinkable (2009) (0)
- Computers and Games (2002) (0)
- 1 Mechanical Generation of Admissible Heuristics (2009) (0)
- Usability of Parallel I / O Templates (1997) (0)
- Pre-Searching 1 PRE-SEARCHING (2005) (0)
- The 2022 Computer Olympiad (2023) (0)
- Master Chess by Belle (1985) (0)
- University of Alberta Sss* = Α-β + Tt (1994) (0)
- As Close to Perfection as Computationally Possible (2009) (0)
- 2 A Development Process for Pattern – based Programming (2001) (0)
- Multi-processor Game-tree Search (2013) (0)
- As Close to Perfection As Humanly Possible (2009) (0)
- Comment on 'The Guard Heuristic' (1993) (0)
- The Fudge Factor (2009) (0)
- I Feel Like a Teenager Again (2009) (0)
- Dual Lookups in Pattern Databases :IJCAI-05, pp:103-108 (2008) (0)
- A Difficult Search Problem (1991) (0)
- IBM Deep Blue (1992) (0)
- A Long Journey by Paul Lu. (2009) (0)
- IJCAI 1991 Panel: The Current and Future Role of Chess in Artificial Intelligence an Machine Learning Research (1991) (0)
- Enterprise: current status and future directions (1994) (0)
- Shaping a team-preaching model for large churches (2009) (0)
- DissensionWithin the Ranks (2009) (0)
- Learning Heuristics in Search Domains (2008) (0)
- A demonstration of generating scripting code for computer role-playing games – ScriptEase (2004) (0)
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Jonathan Schaeffer is affiliated with the following schools: