Journal of the ACM (JACM)
Logical or non-mathematical programmes
ACM '52 Proceedings of the 1952 ACM national meeting (Toronto)
An Investigation of an Adaptive Poker Player
AI '01 Proceedings of the 14th Australian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
Coevolutionary temporal difference learning for Othello
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Coordinated learning in multiagent MDPs with infinite state-space
Autonomous Agents and Multi-Agent Systems
Fuzzeval: a fuzzy controller-based approach in adaptive learning for backgammon game
MICAI'05 Proceedings of the 4th Mexican international conference on Advances in Artificial Intelligence
Hi-index | 0.00 |
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. Further-more, 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.