Victor Allis

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Louis Victor Allis (born 19 May 1965, Gemert) is a Dutch computer scientist working in the artificial intelligence (AI) field. In his graduate work, he revealed AI solutions for Connect Four,[1][2] Qubic, and Gomoku.[3] His dissertation introduced two new game search techniques: proof-number search and dependency-based search.[4] Proof-number search has seen further successful application in computer Go tactical search and many other games.[5]

Career[edit]

Allis holds a Ph.D. in Artificial Intelligence from Maastricht University, The Netherlands,[citation needed] and graduated cum laude with a M. Sc. in Computer Science from the Vrije Universiteit, The Netherlands.[citation needed] He has more than 30 publications to his name;[citation needed] the majority of his published work reports on research in search technologies.[citation needed]

He started his career in 1987 as a freelance teacher, course developer and mentor of various AMBI courses for NOVI.[citation needed] Allis has lectured at the Vrije Universiteit in Amsterdam as an assistant professor in artificial intelligence.[citation needed] In 1992, his program Victoria won the 4th Computer Olympiad in the game of Gomoku without losing a single game.[6] His programs had also won first places at the Computer Olympiad in games of Connect Four (1989), Awari (1990, 1991, 1992), and Qubic (1991), thus making him winner of all four early Computer Olympiads. He co-authored a solution of 4x4x4 Qubic game using his proof-number search technique.[7]

In 1995 he joined Bolesian (a knowledge technology firm in the Netherlands which is a daughter company of Capgemini and specialized in developing advanced systems based on artificial intelligence) as a senior consultant and manager.[citation needed] In 1997 he co-founded Quintiq and was appointed as the company's CEO.[citation needed]

Allis relocated to the Philadelphia office Quintiq in 2010, remaining CEO and a co-owner.[8] Quintiq was acquired by Dassault Systemes in July 2014.[9]

Notes[edit]

  1. ^ Higgins, Peter M. (2008). Nets, Puzzles and Postmen: An Exploration of Mathematical Connections. Oxford University Press, USA. p. 19. ISBN 978-0-19-921842-4.
  2. ^ Shapley, Lloyd S.; Blackwell, David; Ferguson, Thomas (1996). Statistics, probability, and game theory: papers in honor of David Blackwell. Institute of Mathematical Statistics. p. 372. ISBN 0-940600-42-0.
  3. ^ H. Jaap van den Herik; Hiroyuki Iida; Ernst A. Heinz, eds. (2004). Advances in Computer Games: Many Games, Many Challenges. Springer. p. 349. ISBN 1-4020-7709-2.
  4. ^ Allis, L. Victor (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D.). Maastricht University.
  5. ^ Saito, Jahn-Takeshi; Chaslot, Guillaume; Uiterwijk, Jos W. H. M.; Van den Herik, H. Jaap (2007). "Monte-Carlo Proof-Number Search for Computer Go". Lecture Notes in Computer Science. 4630. pp. 50–61. doi:10.1007/978-3-540-75538-8_5. ISBN 978-3-540-75537-1.
  6. ^ "Going for gold at the computer olympics". New Scientist. No. 1834. 15 August 1992.
  7. ^ L .V. Allis & P. N. A. Schoo (1992). "Qubic solved again". In H. J. van den Herik & L. V. Allis (eds.). Heuristic Programming in Artificial Intelligence 3: The Third Computer Olympiad. Ellis Horwood, Chichester, UK. pp. 192–204.
  8. ^ "CNW Group – QUINTIQ – Dofasco Tubular Products on Schedule with Quintiq". Archived from the original on 2008-07-08. Retrieved 2008-07-07.
  9. ^ "Dassault to buy planning software provider Quintiq". Reuters. July 2014. Retrieved 2018-01-10.

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