Journal of the ACM (JACM)
Logical or non-mathematical programmes
ACM '52 Proceedings of the 1952 ACM national meeting (Toronto)
Unsupervised Learning in Metagame
AI '99 Proceedings of the 12th Australian Joint Conference on Artificial Intelligence: Advanced Topics in Artificial Intelligence
An Investigation of an Adaptive Poker Player
AI '01 Proceedings of the 14th Australian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
What Is a Learning Classifier System?
Learning Classifier Systems, From Foundations to Applications
Credit Apportionment Scheme for Rule-Based Systems: Implementation and Comparative Study
IEA/AIE '02 Proceedings of the 15th international conference on Industrial and engineering applications of artificial intelligence and expert systems: developments in applied artificial intelligence
Sequential Decision Making Based on Direct Search
Sequence Learning - Paradigms, Algorithms, and Applications
Function Decomposition in Machine Learning
Machine Learning and Its Applications, Advanced Lectures
From Simple Features to Sophisticated Evaluation Functions
CG '98 Proceedings of the First International Conference on Computers and Games
Learning Time Allocation Using Neural Networks
CG '00 Revised Papers from the Second International Conference on Computers and Games
Chess Neighborhoods, Function Combination, and Reinforcement Learning
CG '00 Revised Papers from the Second International Conference on Computers and Games
Restricted gradient-descent algorithm for value-function approximation in reinforcement learning
Artificial Intelligence
Evolutionary Approach to the Game of Checkers
ICANNGA '07 Proceedings of the 8th international conference on Adaptive and Natural Computing Algorithms, Part I
Extracting symbolic knowledge from recurrent neural networks---A fuzzy logic approach
Fuzzy Sets and Systems
SBIA '08 Proceedings of the 19th Brazilian Symposium on Artificial Intelligence: Advances in Artificial Intelligence
Dynamic population variation in genetic programming
Information Sciences: an International Journal
The bandwidth heuristic search
IJCAI'73 Proceedings of the 3rd international joint conference on Artificial intelligence
Empirical Exploration of the Performance of the Alpha Beta Tree-Searching Heuristic
IEEE Transactions on Computers
Learning to act using real-time dynamic programming
Artificial Intelligence
Autonomy (what's it good for?)
PerMIS '07 Proceedings of the 2007 Workshop on Performance Metrics for Intelligent Systems
Evolution versus temporal difference learning for learning to play Ms. Pac-Man
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Introducing a round robin tournament into Blondie24
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Analyzing player behavior in pacman using feature-driven decision theoretic predictive modeling
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
MP-Draughts: a multiagent reinforcement learning system based on MLP and Kohonen-SOM neural networks
SMC'09 Proceedings of the 2009 IEEE international conference on Systems, Man and Cybernetics
Commentary---Perspectives on Stochastic Optimization Over Time
INFORMS Journal on Computing
Algorithms for memory hierarchies: advanced lectures
Algorithms for memory hierarchies: advanced lectures
Robotics and Autonomous Systems
Inductive inference of chess player strategy
PRICAI'00 Proceedings of the 6th Pacific Rim international conference on Artificial intelligence
Integrating reification and ontologies for mobile autonomous robots
PerMIS '08 Proceedings of the 8th Workshop on Performance Metrics for Intelligent Systems
Robotics and intelligent systems for social and behavioral science undergraduates
Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
Agent-oriented programming: from prolog to guarded definite clauses
Agent-oriented programming: from prolog to guarded definite clauses
Human-competitive results produced by genetic programming
Genetic Programming and Evolvable Machines
A model-based approach to blame assignment: revising the reasoning steps of problem solvers
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 2
Explaining temporal differences to create useful concepts for evaluating states
AAAI'90 Proceedings of the eighth National conference on Artificial intelligence - Volume 2
From mirror writing to mirror neurons
SAB'10 Proceedings of the 11th international conference on Simulation of adaptive behavior: from animals to animats
PPSN'10 Proceedings of the 11th international conference on Parallel problem solving from nature: Part II
Sample-efficient batch reinforcement learning for dialogue management optimization
ACM Transactions on Speech and Language Processing (TSLP)
Evolving board-game players with genetic programming
Proceedings of the 13th annual conference companion on Genetic and evolutionary computation
ACAI '11 Proceedings of the International Conference on Advances in Computing and Artificial Intelligence
Artificial intelligence research at IBM
IBM Journal of Research and Development
A methodology for learning players| styles from game records
International Journal of Artificial Intelligence and Soft Computing
COLT'06 Proceedings of the 19th annual conference on Learning Theory
Perceptually grounded self-diagnosis and self-repair of domain knowledge
Knowledge-Based Systems
Searching in a maze, in search of knowledge: issues in early artificial intelligence
Reasoning, Action and Interaction in AI Theories and Systems
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Evaluating the effectiveness of exploration and accumulated experience in automatic case elicitation
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Evolving small-board Go players using coevolutionary temporal difference learning with archives
International Journal of Applied Mathematics and Computer Science
A neurobiologically motivated model for self-organized learning
MICAI'05 Proceedings of the 4th Mexican international conference on Advances in Artificial Intelligence
Time does not always buy quality in co-evolutionary learning
SETN'10 Proceedings of the 6th Hellenic conference on Artificial Intelligence: theories, models and applications
Monotone classification by function decomposition
DS'05 Proceedings of the 8th international conference on Discovery Science
Engineering Applications of Artificial Intelligence
Fifty years of research in artificial intelligence
Annual Review of Information Science and Technology
An efficient hybrid algorithm to evolve an Awale player
Proceedings of the Second International Conference on Computational Science, Engineering and Information Technology
Reinforcement learning with n-tuples on the game connect-4
PPSN'12 Proceedings of the 12th international conference on Parallel Problem Solving from Nature - Volume Part I
Organizational Learning as Credit Assignment: A Model and Two Experiments
Organization Science
Dynamical genetic programming in xcsf
Evolutionary Computation
Design and parametric considerations for artificial neural network pruning in UCT game playing
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
Shortest-path queries in static networks
ACM Computing Surveys (CSUR)
Monte-Carlo tree search for Bayesian reinforcement learning
Applied Intelligence
Learning via human feedback in continuous state and action spaces
Applied Intelligence
Reinforcement learning algorithms with function approximation: Recent advances and applications
Information Sciences: an International Journal
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Two machine-learning procedures have been investigated in some detail using the game of checkers. Enough work has been done to verify the fact that a computer can be programmed so that it will learn to play a better game of checkers than can be played by the person who wrote the program. Furthermore, it can learn to do this in a remarkably short period of time (8 or 10 hours of machine-playing time) when given only the rules of the game, a sense of direction, and a redundant and incomplete list of parameters which are thought to have something to do with the game, but whose correct signs and relative weights are unknown and unspecified. The principles of machine learning verified by these experiments are, of course, applicable to many other situations.