Xref: utzoo rec.games.misc:15281 comp.ai:8903 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!zaphod.mps.ohio-state.edu!samsung!munnari.oz.au!yoyo.aarnet.edu.au!sirius.ucs.adelaide.edu.au!levels!marwk From: marwk@levels.sait.edu.au Newsgroups: rec.games.misc,comp.ai Subject: How do games learn? (was Re: looking for name of a game) Message-ID: <16087.27f874ec@levels.sait.edu.au> Date: 2 Apr 91 02:41:23 GMT References: <91090.130516ASNXS@ASUACAD.BITNET> <1991Apr1.130740.19670@IDA.ORG> Organization: University of South Australia Lines: 20 > Go-moku or Runjyu > ----------------- > Another comment: In 1961 I wrote a playing/learning program (based on > Samuel's Checker-learning method) for this game. It (almost) ran on a > computer now known as UNIVAC I but then known a THE UNIVAC. > > --Dick Wexelblat (rlw@ida.org) 703 845 6601 How can one write a program that learns? I do not see how. One has parameters in the heuristic evaluation functions, so how can these change based on experience? Thanks. Ray -- University of South Australia | Plus ca change, plus c'est la meme chose. P.O. Box 1 | Ghing thien me how, ming thien gung me how. Ingle Farm | Knobs, knobs everywhere, South Australia | just vary a knob to think!