Anders Kierulf
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Anders Kierulf,
a Swiss computer scientist, Ph.D. from ETH Zurich [2], 3-dan Go player, and since 1999 professional Go programmer. Anders is co-author of the veteran program Explorer, which was developed along with Martin Müller and Ken Chen, playing Computer Olympiads from 1989 until 2005, two times winning Gold medals. His commercial program SmartGo for Windows as well for Apple iPhone and iPad mobile devices is market by his own company Smart Go, Inc. [3], located in Utah.
Contents
Smart Game Board
The Smart Game Board, topic of Kierulf's Ph.D. thesis, provides a GUI for rapid prototyping of game programs, and has been used for Go, Go-Moku, Othello, and Chess, among others [4]. Along with Go Explorer, the Smart Game Board was introduced by Jürg Nievergelt at the New Directions in Game-Tree Search workshop during the WCCC 1989 [5], further elaboared by Martin Müller at the Heuristic Programming in AI 2 workshop of the 2nd Computer Olympiad in 1990 [6] [7].
Selected Publications
1985 ...
- Anders Kierulf (1985). Smart Go Board: Algorithms for the Tactical Calculator. Diploma thesis (unpublished), ETH Zurich.
- Anders Kierulf (1989). New Concepts in Computer Othello: Corner Value, Edge Advoidance, Access, and Parity. Heuristic Programming in AI 1
- Anders Kierulf, Jürg Nievergelt (1989). Swiss Explorer blunders its way into winning the first computer Go Olympiad. Heuristic Programming in AI 1
- Anders Kierulf, Ken Chen, Jürg Nievergelt (1989). Smart Game Board and Go Explorer: A Case Study in Software and Knowledge Engineering. Workshop on New Directions in Game-Tree Search
1990 ...
- Anders Kierulf (1990). Smart Game Board: a Workbench for Game-Playing Programs, with Go and Othello as Case Studies. Ph.D. thesis, ETH Zurich, advisor: Jürg Nievergelt
- Ken Chen, Anders Kierulf, Martin Müller, Jürg Nievergelt (1990). The Design and Evolution of Go Explorer. Computers, Chess, and Cognition
- Anders Kierulf, Ralph Gasser, Peter M. Geiser, Martin Müller, Jürg Nievergelt, Christoph Wirth (1991). Every Interactive System Evolves into Hyperspace: The Case of the Smart Game Board. Hypertext/Hypermedia
External Links
- SmartGo - Anders Kierulf
- Anders Kierulf's ICGA Tournaments
- Kierulf, Anders from computer-go.info
- Anders Kierulf - The Othello Wiki Book Project
References
- ↑ SmartGo - Anders Kierulf
- ↑ Anders Kierulf (1990). Smart Game Board: a Workbench for Game-Playing Programs, with Go and Othello as Case Studies. Ph.D. thesis, ETH Zurich, advisor: Jürg Nievergelt
- ↑ SmartGo - About
- ↑ James Gillogly (1989). New Directions in Game-Tree Search - First Workshop Session. ICCA Journal, Vol. 12, No. 2
- ↑ Anders Kierulf, Ken Chen, Jürg Nievergelt (1989). Smart Game Board and Go Explorer: A Case Study in Software and Knowledge Engineering. Workshop on New Directions in Game-Tree Search
- ↑ Martin Müller (1991). The Smart Game Board as a Tool for Game Programmers. Heuristic Programming in AI 2
- ↑ Smart Game Board
- ↑ ICGA Reference Database
- ↑ dblp: Anders Kierulf