This paper described a recent refinement of the machine--learning process employed by Samuel (1) in connection with his development of a checker playing program. Samuels checker player operates in much the same way a human player does; by looking ahead, and by making a qualitative judgment of the strength of the board positions it encounters. A machine learning process is applied to the development of an accurate procedure for making this strength evaluation of board positions. Before discussing my modifications to Samuels learning process, I should like to describe briefly Samuel's strength evaluation procedure, and the associated learning process
Computers have developed to the point where searching through a large set of data to find an optimum...
The major goal in defining and examining game scenarios is to find good strategies as solutions to t...
The game of checkers can be played by machines running either heuristic search algorithms or complex...
Most games have a set algorithm that does not change. This means that these programs cannot adapt to...
The Tsetlin Machine has shown promising results in the domain of board games such as Axis& Allies, s...
This paper deals with creating artificial intelligence for computer player for deterministic games s...
An experiment was conducted where neural networks compete for survival in an evolving population bas...
In this paper we present an approach which given only a set of rules is able to learn to play the ga...
In 1962, a checkers-playing program written by Arthur Samuel defeated a self-proclaimed master playe...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
A problem encountered in the design of game-playing programs—the evaluation of board positions—is fo...
Artificial intelligence involves simulation of human thinking. This simulation can be done in the co...
In recent years, much research attention has been paid to evolving self-learning game players. Fogel...
Proceeding of: First International Conference, CG'98, Tsukuba (Japan), November 1998The game of chec...
The oriental game of Go is increasingly recognized as the "grand challenge" of Artificial Intelligen...
Computers have developed to the point where searching through a large set of data to find an optimum...
The major goal in defining and examining game scenarios is to find good strategies as solutions to t...
The game of checkers can be played by machines running either heuristic search algorithms or complex...
Most games have a set algorithm that does not change. This means that these programs cannot adapt to...
The Tsetlin Machine has shown promising results in the domain of board games such as Axis& Allies, s...
This paper deals with creating artificial intelligence for computer player for deterministic games s...
An experiment was conducted where neural networks compete for survival in an evolving population bas...
In this paper we present an approach which given only a set of rules is able to learn to play the ga...
In 1962, a checkers-playing program written by Arthur Samuel defeated a self-proclaimed master playe...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
A problem encountered in the design of game-playing programs—the evaluation of board positions—is fo...
Artificial intelligence involves simulation of human thinking. This simulation can be done in the co...
In recent years, much research attention has been paid to evolving self-learning game players. Fogel...
Proceeding of: First International Conference, CG'98, Tsukuba (Japan), November 1998The game of chec...
The oriental game of Go is increasingly recognized as the "grand challenge" of Artificial Intelligen...
Computers have developed to the point where searching through a large set of data to find an optimum...
The major goal in defining and examining game scenarios is to find good strategies as solutions to t...
The game of checkers can be played by machines running either heuristic search algorithms or complex...