Ernst A. Heinz

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Ernst A. Heinz, a German computer scientist affiliated with the UMIT, Hall in Tirol, and previously with the International University (IU) Bruchsal. In 1993, Ernst A. Heinz and Peter Gillgasch, two students at the University of Karlsruhe, founded a computer-chess group and started to write a chess program, the rotated bitboard engine DarkThought, in 1994 joined by Markus Gille. In 1997 Heinz started to write some recognized papers in the ICCA Journal, which were summarized and extended into his 1999 Ph.D thesis Scalable Search in Computer Chess, a revised version merchandised as book. From 1999 until 2002 Ernst A. Heinz was postdoc at MIT.

=Scalable Search Topics=
 * AEL-Pruning
 * Adaptive Null Move Pruning
 * Extended Futility Pruning
 * Limited Razoring
 * Perfect Knowledge
 * Interior Node Recognizer
 * Endgame Tablebases
 * Edwards' Tablebases
 * Nalimov Tablebases
 * Thompson's Databases
 * Diminishing Returns
 * DarkThought
 * Bitboards
 * Rotated Bitboards

=Selected Publications=

1992 ...

 * Ernst A. Heinz (1992). Automatische Elimination von Synchronisationsbarriere in synchronen FORALLs. M.Sc. thesis, University of Karlsruhe, advisor Michael Philippsen (German)

1995 ...

 * Michael Philippsen, Ernst A. Heinz (1995). Automatic Synchronization Elimination in Synchronous FORALLs. Frontiers'95
 * Lutz Prechelt, Ernst A. Heinz, Paul Lukowicz, Walter F. Tichy (1995). Experimental Evaluation in Computer Science: A Quantitative Study. Journal of Systems and Software, Vol. 28, No. 1
 * Ernst A. Heinz (1997). How DarkThought Plays Chess. ICCA Journal, Vol. 20, No. 3
 * Ernst A. Heinz (1998). Extended Futility Pruning. ICCA Journal, Vol. 21, No. 2
 * Ernst A. Heinz (1998). Efficient Interior-Node Recognition. ICCA Journal, Vol. 21, No. 3
 * Ernst A. Heinz (1998). DarkThought Goes Deep. ICCA Journal, Vol. 21, No. 4
 * Ernst A. Heinz (1999). Endgame Databases and Efficient Index Schemes for Chess. ICCA Journal, Vol. 22, No. 1, ps
 * Ernst A. Heinz (1999). Knowledgeable Encoding and Querying of Endgame Databases. ICCA Journal, Vol. 22, No. 2, ps
 * Ernst A. Heinz (1999). Adaptive Null-Move Pruning. ICCA Journal, Vol. 22, No. 3, ps
 * Ernst A. Heinz (1999). Scalable Search in Computer Chess. Ph.D. thesis, University of Karlsruhe, advisor Walter F. Tichy and Tony Marsland
 * Ernst A. Heinz (1999). Scalable Search in Computer Chess. Morgan Kaufmann, Vieweg-Verlag

2000 ...

 * Ernst A. Heinz (2000). AEL Pruning. ICGA Journal, Vol. 23, No. 1, pdf
 * Eugene Nalimov, Guy Haworth, Ernst A. Heinz (2000). Space-Efficient Indexing of Chess Endgame Tables. ICGA Journal, Vol. 23, No. 3, postscript
 * Ernst A. Heinz (2000). A New Self-Play Experiment in Computer Chess. Massachusetts Institute of Technology, Laboratory of Computer Science, Technical Memo No. 608, zipped ps, pdf
 * Ernst A. Heinz (2000). New Self-Play Results in Computer Chess. CG 2000
 * Ernst A. Heinz (2001). Self-play Experiments in Computer Chess Revisited. Advances in Computer Games 9
 * Ernst A. Heinz (2001). Modeling the “Go Deep” Behaviour of CRAFTY and DARK THOUGHT. Advances in Computer Games 9
 * Eugene Nalimov, Guy Haworth, Ernst A. Heinz (2001). Space-efficient Indexing of Endgame Tables for Chess. Advances in Computer Games 9
 * Ernst A. Heinz (2001). Selected Goodies of DarkThought. Invited Lecture, 6th Computer Olympiad Workshop, ppt
 * Ernst A. Heinz (2001). Self-Play, Deep Search and Diminishing Returns. ICGA Journal, Vol. 24, No. 2
 * Ernst A. Heinz (2003). Follow-Up on Self-Play, Deep Search, and Diminishing Returns. ICGA Journal, Vol. 26, No. 2
 * Ernst A. Heinz (2003). Static Recognition of Potential Wins in KNNKB and KNNKN. Advances in Computer Games 10
 * Jaap van den Herik, Hiroyuki Iida, Ernst A. Heinz (Eds.) (2004). Advances in Computer Games, Many Games, Many Challenges. 10th International Conference, ACG 2003, Graz, Austria, November 24-27, 2003, Revised Papers. Series: IFIP Advances in Information and Communication Technology, Vol. 135

2005 ...

 * Ernst A. Heinz, Kai S. Kunze, Matthias Gruber, David Bannach, Paul Lukowicz (2006). Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment. CIG 2006
 * David Bannach, Oliver Amft, Kai S. Kunze, Ernst A. Heinz, Gerhard Tröster, Paul Lukowicz (2007). Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game. CIG 2007

=External Links=
 * Ernst's WWW Pages
 * Ernst Heinz' ICGA Tournaments

=References=

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