DSpace Repository

A New Machine-Learning Technique Applied to the Game of Checkers

Show simple item record

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


Files in this item

Files Size Format View

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record

Search DSpace


Advanced Search

Browse

My Account