diff --git a/README.md b/README.md
index 06659fb..9038715 100644
--- a/README.md
+++ b/README.md
@@ -10,6 +10,7 @@ Exported versions (work-in-progress) are available in the following formats:
- [Zotero RDF](boardgame-research.rdf)
- [BibTeX](boardgame-research.bib)
+- [HTML Bookmarks](boardgame-research-bookmarks.html)
Subscribe to the repo to get the latest updates for now.
diff --git a/boardgame-research-bookmarks.html b/boardgame-research-bookmarks.html
new file mode 100644
index 0000000..2f9ef0a
--- /dev/null
+++ b/boardgame-research-bookmarks.html
@@ -0,0 +1,84 @@
+
+
+
+
Bookmarks
+Bookmarks Menu
+
+ - The effectiveness of persuasion in The Settlers of Catan
+
- The effectiveness of persuasion in The Settlers of Catan
+
- Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan
+
- Game strategies for The Settlers of Catan
+
- Monte-Carlo Tree Search in Settlers of Catan
+
- Deep Reinforcement Learning in Strategic Board Game Environments
+
- Mini-Risk: Strategies for a Simplified Board Game
+
- Learning the risk board game with classifier systems
+
- Markov Chains and the RISK Board Game
+
- Markov Chains for the RISK Board Game Revisited
+
- Planning an Endgame Move Set for the Game RISK: A Comparison of Search Algorithms
+
- Monte Carlo Methods for the Game Kingdomino
+
- How to Make the Perfect Fireworks Display: Two Strategies forHanabi
+
- Evaluating and modelling Hanabi-playing agents
+
- The Hanabi challenge: A new frontier for AI research
+
- The 2018 Hanabi competition
+
- Diverse Agents for Ad-Hoc Cooperation in Hanabi
+
- Monopoly as a Markov Process
+
- Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
+
- Optimal Card-Collecting Strategies for Magic: The Gathering
+
- Monte Carlo search applied to card selection in Magic: The Gathering
+
- UNO Is Hard, Even for a Single Player
+
- QUIXO is EXPTIME-complete
+
- SCOUT: A Case-Based Reasoning Agent for Playing Race for the Galaxy
+
- Game, Set, Math
+
- The Joy of SET
+
- Implementation of Artificial Intelligence with 3 Different Characters of AI Player on “Monopoly Deal” Computer Game
+
- Nearly Optimal Computer Play in Multi-player Yahtzee
+
- Computer Strategies for Solitaire Yahtzee
+
- Modeling expert problem solving in a game of chance: a Yahtzeec case study
+
- Systematic Selection of N-Tuple Networks for 2048
+
- Systematic selection of N-tuple networks with consideration of interinfluence for game 2048
+
- An investigation into 2048 AI strategies
+
- Learning to Play No-Press Diplomacy with Best Response Policy Iteration
+
- No Press Diplomacy: Modeling Multi-Agent Gameplay
+
- Agent Madoff: A Heuristic-Based Negotiation Agent For The Diplomacy Strategy Game
+
- Monte Carlo Methods for the Game Kingdomino
+
- NP-completeness of the game Kingdomino
+
- Improving Policies via Search in Cooperative Partially Observable Games
+
- Hanabi is NP-hard, Even for Cheaters who Look at Their Cards
+
- Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
+
- Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners
+
- Magic: the Gathering is as Hard as Arithmetic
+
- Magic: The Gathering is Turing Complete
+
- Neural Networks Models for Analyzing Magic: the Gathering Cards
+
- Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game
+
- A mathematical model of the Mafia game
+
- The complexity of UNO
+
- Trainyard is NP-Hard
+
- Threes!, Fives, 1024!, and 2048 are Hard
+
- Making Change in 2048
+
- Analysis of the Game "2048" and its Generalization in Higher Dimensions
+
- Multi-Stage Temporal Difference Learning for 2048-like Games
+
- 2048 is (PSPACE) Hard, but Sometimes Easy
+
- Settlers of Catan bot trained using reinforcement learning
+
- POMCP with Human Preferencesin Settlers of Catan
+
- The impact of loaded dice in Catan
+
- Monte Carlo Tree Search in a Modern Board Game Framework
+
- An Intelligent Artificial Player for the Game of Risk
+
- RISKy Business: An In-Depth Look at the Game RISK
+
- RISK Board Game ‐ Battle Outcome Analysis
+
- State Representation and Polyomino Placement for the Game Patchwork
+
- State Representation and Polyomino Placement for the Game Patchwork
+
- State Representation and Polyomino Placement for the Game Patchwork
+
- Nmbr9 as a Constraint Programming Challenge
+
- Nmbr9 as a Constraint Programming Challenge
+
- Evolving Agents for the Hanabi 2018 CIG Competition
+
- Aspects of the Cooperative Card Game Hanabi
+
- Playing Hanabi Near-Optimally
+
- An intentional AI for hanabi
+
- Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information
+
- A Browser-based Interface for the Exploration and Evaluation of Hanabi AIs
+
- State of the art Hanabi bots + simulation framework in rust
+
- A strategy simulator for the well-known cooperative card game Hanabi
+
- A framework for writing bots that play Hanabi
+
\ No newline at end of file