MIT Libraries logoDSpace@MIT

MIT
View Item 
  • DSpace@MIT Home
  • Computer Science and Artificial Intelligence Lab (CSAIL)
  • Artificial Intelligence Lab Publications
  • AI Memos (1959 - 2004)
  • View Item
  • DSpace@MIT Home
  • Computer Science and Artificial Intelligence Lab (CSAIL)
  • Artificial Intelligence Lab Publications
  • AI Memos (1959 - 2004)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

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

Author(s)
Griffith, Arnold
Thumbnail
DownloadAIM-094.ps (5.273Mb)
Additional downloads
AIM-094.pdf (354.1Kb)
Metadata
Show full item record
Abstract
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.
Date issued
1966-03-01
URI
http://hdl.handle.net/1721.1/5896
Other identifiers
AIM-094
Series/Report no.
AIM-094

Collections
  • AI Memos (1959 - 2004)

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

Login

Statistics

OA StatisticsStatistics by CountryStatistics by Department
MIT Libraries
PrivacyPermissionsAccessibilityContact us
MIT
Content created by the MIT Libraries, CC BY-NC unless otherwise noted. Notify us about copyright concerns.