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Author Tesauro, Gerald
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract Ever since the days of Shannon's proposal for a chess-playing algorithm [12] and Samuel's checkers-learning program [10] the domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning. Such board games offer the challenge of tremendous complexity and sophistication required to play at expert level. At the same time, the problem inputs and performance measures are clear-cut and well defined, and the game environment is readily automated in that it is easy to simulate the board, the rules of legal play, and the rules regarding when the game is over and determining the outcome.
Description Affiliation: IBM Thomas J. Watson Research Center, P.O. Box 704, Yorktown Heights, NY (Tesauro, Gerald)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2005-08-01
Publisher Place New York
Journal Communications of the ACM (CACM)
Volume Number 38
Issue Number 3
Page Count 11
Starting Page 58
Ending Page 68

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Source: ACM Digital Library