Computers in the study of learning: BOGART—A discovery and induction program for games

  • Authors:
  • C. Newman;L. Uhr

  • Affiliations:
  • -;-

  • Venue:
  • ACM '65 Proceedings of the 1965 20th national conference
  • Year:
  • 1965

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Abstract

BOGART consists of a set of board game playing routines written in MAD (Michigan Algorithm Decoder) which is capable of learning to play board games. Examples of board games BOGART can learn to play, with widely varying degrees of proficiency, include Tic-Tac-Toe, hexapawn, GOMOKU, and checkers, and it can solve missionary and cannibal problems. The objective in constructing BOGART is to illustrate that it is possible to solve a large class of dissimilar problems by the use of learning techniques. Proficiency at solving any one problem was not an objective, nor was general proficiency that did not depend on the use of learning. Consistent with this philosophy of relying on learning techniques, no use is made of lookahead procedures, although they have been shown to be of great value in game-playing programs.