Please use this identifier to cite or link to this item: http://dspace.mediu.edu.my:8181/xmlui/handle/1721.1/5896
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dc.creatorGriffith, Arnold-
dc.date2004-10-04T14:08:38Z-
dc.date2004-10-04T14:08:38Z-
dc.date1966-03-01-
dc.date.accessioned2013-10-09T02:41:50Z-
dc.date.available2013-10-09T02:41:50Z-
dc.date.issued2013-10-09-
dc.identifierAIM-094-
dc.identifierhttp://hdl.handle.net/1721.1/5896-
dc.identifier.urihttp://koha.mediu.edu.my:8181/xmlui/handle/1721-
dc.descriptionThis 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.format7 p.-
dc.format5529659 bytes-
dc.format362611 bytes-
dc.formatapplication/postscript-
dc.formatapplication/pdf-
dc.languageen_US-
dc.relationAIM-094-
dc.titleA New Machine-Learning Technique Applied to the Game of Checkers-
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