Using chunking to solve chess pawn endgames
Artificial Intelligence
Experiments in search and knowledge
Experiments in search and knowledge
On machine intelligence (2nd ed.)
On machine intelligence (2nd ed.)
A self-commenting facility for inductively synthesised endgame expertise
Advances in computer chess
SOAR: an architecture for general intelligence
Artificial Intelligence
Structured induction in expert systems
Structured induction in expert systems
Numerical recipes in C: the art of scientific computing
Numerical recipes in C: the art of scientific computing
A pattern classification approach to evaluation function learning
Artificial Intelligence
Machine intelligence 11
Inductive acquisition of chess strategies
Machine intelligence 11
Computer chess compendium
Case-based planning: viewing planning as a memory task
Case-based planning: viewing planning as a memory task
The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
A parallel network that learns to play backgammon
Artificial Intelligence
Quantitative results concerning the utility of explanation-based learning
Artificial Intelligence
Measuring the performance potential of chess programs
Artificial Intelligence - Special issue on computer chess
The development of a world class Othello program
Artificial Intelligence - Special issue on computer chess
Connectionist learning of expert preferences by comparison training
Advances in neural information processing systems 1
How computers play chess
Learning plans for competitive domains
Proceedings of the seventh international conference (1990) on Machine learning
Applying abstraction and simplification to learn in intractable domains
Proceedings of the seventh international conference (1990) on Machine learning
Learning appropriate abstractions for planning in formation problems
Proceedings of the sixth international workshop on Machine learning
A constructive induction framework
Proceedings of the sixth international workshop on Machine learning
Parallel distributed processing: explorations in the microstructure of cognition, vol. 1: foundations
The cascade-correlation learning architecture
Advances in neural information processing systems 2
Advances in neural information processing systems 2
Do the right thing: studies in limited rationality
Do the right thing: studies in limited rationality
Learning features by experimentation in chess
EWSL-91 Proceedings of the European working session on learning on Machine learning
Symbolic-neural systems and the use of hints for developing complex systems
International Journal of Man-Machine Studies
Neural networks: algorithms, applications, and programming techniques
Neural networks: algorithms, applications, and programming techniques
A world championship caliber checkers program
Artificial Intelligence
Practical Issues in Temporal Difference Learning
Machine Learning
Technical Note: \cal Q-Learning
Machine Learning
Automatic feature generation for problem solving systems
ML92 Proceedings of the ninth international workshop on Machine learning
Temporal difference learning of backgammon strategy
ML92 Proceedings of the ninth international workshop on Machine learning
Correct abstraction in counter-planning: a knowledge compilation approach
Correct abstraction in counter-planning: a knowledge compilation approach
Adaptive-predictive game-playing programs
Journal of Experimental & Theoretical Artificial Intelligence
Acquiring search-control knowledge via static analysis
Artificial Intelligence
Knowledge-based feature generation for inductive learning
Knowledge-based feature generation for inductive learning
Feature discovery for problem solving systems
Feature discovery for problem solving systems
Using knowledge about the opponent in game-tree search
Using knowledge about the opponent in game-tree search
Acquiring tactical and strategic knowledge with a generalized method for chunking of game pieces
Knowledge acquisition as modeling
Applications of inductive logic programming
ACM SIGART Bulletin
TD-Gammon, a self-teaching backgammon program, achieves master-level play
Neural Computation
Machine Learning
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Flexible learning in a multi-component planning system
Flexible learning in a multi-component planning system
A game-learning machine
Evolving neural networks to focus minimax search
AAAI'94 Proceedings of the twelfth national conference on Artificial intelligence (vol. 2)
Temporal difference learning and TD-Gammon
Communications of the ACM
Steps toward artificial intelligence
Computers & thought
Applications of inductive logic programming
Communications of the ACM
Improving opening book performance through modeling of chess opponents
CSC '96 Proceedings of the 1996 ACM 24th annual conference on Computer science
Best-first fixed-depth minimax algorithms
Artificial Intelligence
Inductive logic programming with large-scale unstructured data
Machine intelligence 14
Kasparov versus deep blue: computer chess comes of age
Kasparov versus deep blue: computer chess comes of age
PAL: A Pattern-Based First-Order Inductive System
Machine Learning - special issue on inductive logic programming
Advances in knowledge discovery and data mining
Advances in knowledge discovery and data mining
Fast discovery of association rules
Advances in knowledge discovery and data mining
Representations and solutions for game-theoretic problems
Artificial Intelligence - Special issue on economic principles of multi-agent systems
One jump ahead: challenging human supremacy in checkers
One jump ahead: challenging human supremacy in checkers
Machine Learning - Special issue on inductive transfer
Pruning algorithms for multi-model adversary search
Artificial Intelligence
Pragmatic navigation: reactivity, heuristics, and search
Artificial Intelligence
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Co-Evolution in the Successful Learning of Backgammon Strategy
Machine Learning
Elevator Group Control Using Multiple Reinforcement Learning Agents
Machine Learning
Using probabilistic knowledge and simulation to play poker
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Knowledge discovery in deep blue
Communications of the ACM
Journal of the ACM (JACM)
Data mining: practical machine learning tools and techniques with Java implementations
Data mining: practical machine learning tools and techniques with Java implementations
Dealing with imperfect information in poker
Dealing with imperfect information in poker
Learning to Play Chess Using Temporal Differences
Machine Learning
Studies in machine cognition using the game of poker
Communications of the ACM
Advances in Inductive Logic Programming
Advances in Inductive Logic Programming
Neural Networks for Pattern Recognition
Neural Networks for Pattern Recognition
Fundamentals of Artificial Neural Networks
Fundamentals of Artificial Neural Networks
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Explanation Patterns: Understanding Mechanical and Creatively
Explanation Patterns: Understanding Mechanical and Creatively
Chess and Computers
A Discipline of Programming
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Machine Learning and Data Mining; Methods and Applications
Machine Learning and Data Mining; Methods and Applications
Neuro-Dynamic Programming
Inductive Logic Programming: Techniques and Applications
Inductive Logic Programming: Techniques and Applications
Readings in Machine Learning
Computers, Chess, and Cognition
Computers, Chess, and Cognition
Inside Case-Based Reasoning
Advanced Scout: Data Mining and Knowledge Discovery in NBA Data
Data Mining and Knowledge Discovery
Data Mining and Knowledge Discovery
Computers and Thought
A Study of Explanation-Based Methods for Inductive Learning
Machine Learning
Learning to Predict by the Methods of Temporal Differences
Machine Learning
Explanation-Based Generalization: A Unifying View
Machine Learning
Explanation-Based Learning: An Alternative View
Machine Learning
Knowledge Discovery from Telecommunication Network Alarm Databases
ICDE '96 Proceedings of the Twelfth International Conference on Data Engineering
KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search
ICML '98 Proceedings of the Fifteenth International Conference on Machine Learning
Competitive Environments Evolve Better Solutions for Complex Tasks
Proceedings of the 5th International Conference on Genetic Algorithms
Approximation Via Value Unification
ICML '99 Proceedings of the Sixteenth International Conference on Machine Learning
Learning Strategies for Explanation Patterns: Basic Game Patterns with Application to Chess
ICCBR '95 Proceedings of the First International Conference on Case-Based Reasoning Research and Development
On the Automatic Generation of Cases Libraries by Chunking Chess Games
ICCBR '95 Proceedings of the First International Conference on Case-Based Reasoning Research and Development
GIB: Steps Toward an Expert-Level Bridge-Playing Program
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
A Near-Optimal Poly-Time Algorithm for Learning a class of Stochastic Games
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Simulation Approaches to General Probabilistic Inference on Belief Networks
UAI '89 Proceedings of the Fifth Annual Conference on Uncertainty in Artificial Intelligence
Weighing and Integrating Evidence for Stochastic Simulation in Bayesian Networks
UAI '89 Proceedings of the Fifth Annual Conference on Uncertainty in Artificial Intelligence
Poker as Testbed for AI Research
AI '98 Proceedings of the 12th Biennial Conference of the Canadian Society for Computational Studies of Intelligence on Advances in Artificial Intelligence
Inducing Shogi Heuristics Using Inductive Logic Programming
ILP '98 Proceedings of the 8th International Workshop on Inductive Logic Programming
The principal continuation and the killer heuristic
ACM '77 Proceedings of the 1977 annual conference
Data mining for hypertext: a tutorial survey
ACM SIGKDD Explorations Newsletter
The Golem Go Program
What a Neural Network Can Learn About Othello
What a Neural Network Can Learn About Othello
Mechanical transformation of task heuristics into operational procedures
Mechanical transformation of task heuristics into operational procedures
Machines Who Think: A Personal Inquiry into the History and Prospects of Artificial Intelligence
Machines Who Think: A Personal Inquiry into the History and Prospects of Artificial Intelligence
Human Problem Solving
Statistical feature combination for the evaluation of game positions
Journal of Artificial Intelligence Research
Dynamic non-Bayesian decision making
Journal of Artificial Intelligence Research
Determining what to learn through component-task modeling
IJCAI'95 Proceedings of the 14th international joint conference on Artificial intelligence - Volume 1
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
Learning models of intelligent agents
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Incorporating opponent models into adversary search
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
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Poker is an interesting test-bed for artificial intelligence research. It is a game of imperfect knowledge, where multiple competing agents must deal with risk management, opponent modeling, unreliable information, and deception, much like decision-making applications in the real world. Opponent modeling is one of the most difficult problems in decision-making applications and in poker it is essential to achieving high performance. This chapter describes and evaluates the implicit and explicit learning in the poker program LOKI. LOKI implicitly "learns" sophisticated strategies by selectively sampling likely cards for the opponents and then simulating the remainder of the game. The program has explicit learning by observing its opponents, constructing opponent models and dynamically adapting its play to exploit patterns in the opponents' play. The result is a program capable of playing reasonably strong poker, but there remains considerable research to be done to play at a world-class level.