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http://dspace.mediu.edu.my:8181/xmlui/handle/1721.1/5896Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.creator | Griffith, Arnold | - |
| dc.date | 2004-10-04T14:08:38Z | - |
| dc.date | 2004-10-04T14:08:38Z | - |
| dc.date | 1966-03-01 | - |
| dc.date.accessioned | 2013-10-09T02:41:50Z | - |
| dc.date.available | 2013-10-09T02:41:50Z | - |
| dc.date.issued | 2013-10-09 | - |
| dc.identifier | AIM-094 | - |
| dc.identifier | http://hdl.handle.net/1721.1/5896 | - |
| dc.identifier.uri | http://koha.mediu.edu.my:8181/xmlui/handle/1721 | - |
| dc.description | 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. | - |
| dc.format | 7 p. | - |
| dc.format | 5529659 bytes | - |
| dc.format | 362611 bytes | - |
| dc.format | application/postscript | - |
| dc.format | application/pdf | - |
| dc.language | en_US | - |
| dc.relation | AIM-094 | - |
| dc.title | A New Machine-Learning Technique Applied to the Game of Checkers | - |
| Appears in Collections: | MIT Items | |
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