Some Studies in Machine Learning Using the Game of Checkers

@article{Samuel1959SomeSI,
  title={Some Studies in Machine Learning Using the Game of Checkers},
  author={Arthur L. Samuel},
  journal={IBM J. Res. Dev.},
  year={1959},
  volume={44},
  pages={206-227}
}
  • A. Samuel
  • Published 1 November 1967
  • Computer Science
  • IBM J. Res. Dev.
Abstract A new signature-table technique is described together with an improved book-learning procedure which is thought to be much superior to the linear polynomial method. Full use is made of the so-called “alpha-beta” pruning and several forms of forward pruning to restrict the spread of the move tree and to permit the program to look ahead to a much greater depth than it otherwise could do. While still unable to outplay checker masters, the program's playing ability has been greatly… 

Figures and Tables from this paper

ON THE APPLICATION OF DYNAMIC PROGRAMING TO THE DETERMINATION OF OPTIMAL PLAY IN CHESS AND CHECKERS.

  • R. Bellman
  • Economics, Computer Science
    Proceedings of the National Academy of Sciences of the United States of America
  • 1965
How the theory of dynamic programming can be used to determine optimal play in the great majority of Pawn-King end-games in Chess, with computers currently available, and in all probability, to determined optimal play for the entire game of checkers is indicated.

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