SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS

SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS
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DOI:
10.1147/rd.441.0206
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发表时间:
1959-01-01
影响因子:
1.3
通讯作者:
SAMUEL, AL
SAMUEL, AL
中科院分区:
计算机科学4区
文献类型:
--
作者:
SAMUEL, AL

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使用跳棋游戏对两个机器学习程序进行了一些详细的研究。人们已经做了足够多的工作来证实这样一个事实,即计算机可以被编程,从而学会比编写程序的人玩得更好的跳棋。此外,它可以在非常短的时间内(8或10个小时的机器游戏时间)学会做到这一点,如果只给它游戏规则、方向感和冗余且不完整的参数列表,这些参数被认为与游戏有关,但其正确的符号和相对权重是未知的和未指定的。当然,通过这些实验验证的机器学习原理也适用于许多其他情况。
Two machine-learning procedures have been investigated in some detail using the game of checkers. Enough work has been done to verify the fact that a computer can be programmed so that it will learn to play a better game of checkers than can be played by the person who wrote the program. Furthermore, it can learn to do this in a remarkably short period of time (8 or 10 hours of machine-playing time) when given only the rules of the game, a sense of direction, and a redundant and incomplete list of parameters which are thought to have something to do with the game, but whose correct signs and relative weights are unknown and unspecified. The principles of machine learning verified by these experiments are, of course, applicable to many other situations.