Genetic programming applied to Othello: introducing students to machine learning research

  • Authors:
  • Eleazar Eskin;Eric Siegel

  • Affiliations:
  • Department of Computer Science, Columbia University, New York, NY;Department of Computer Science, Columbia University, New York, NY

  • Venue:
  • SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
  • Year:
  • 1999

Quantified Score

Hi-index 0.00

Visualization

Abstract

In this paper we describe and analyze a three week assignment that was given in a Machine Learning course at Columbia University. The assignment presented students with an introduction to machine learning research. The assignment required students to apply Genetic Programming to evolve algorithms that play the board game Othello. The students were provided with an implemented experimental approach as a starting point. The students were required to perform their own experimental modifications corresponding to research issues in machine learning. The results of student experiments were good both in terms of research and in terms of student learning. All relevant code, documentation and information about GPOthello is available at the following url: http://www.cs.columbia.edu/~evs/ml/othello.html.