Xref: utzoo rec.games.misc:15287 comp.ai:8909 Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!batcomputer!cornell!uw-beaver!mit-eddie!media-lab!minsky From: minsky@media-lab.MEDIA.MIT.EDU (Marvin Minsky) Newsgroups: rec.games.misc,comp.ai Subject: Re: How do games learn? (was Re: looking for name of a game) Message-ID: <5590@media-lab.MEDIA.MIT.EDU> Date: 2 Apr 91 23:23:09 GMT References: <91090.130516ASNXS@ASUACAD.BITNET> <1991Apr1.130740.19670@IDA.ORG> <16087.27f874ec@levels.sait.edu.au> Reply-To: minsky@media-lab.media.mit.edu (Marvin Minsky) Organization: MIT Media Lab, Cambridge MA Lines: 13 In article <16087.27f874ec@levels.sait.edu.au> marwk@levels.sait.edu.au writes in regard to Samuel's Checker-learning method > >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? This is explained in the classic paper, A. L. Samuel, "Some studies in machine learning using the game of checkers," IBM J. Res. Dev.,vol. 3,pp. 211-219;July,1959. There is a summary of this in my "Steps toward AI" paper which you can find reprinted in a book called Computers and Thought, by Feigenbaum and Feldman. Samuel uses several different learning methods, and has an important discussion of the "credit assignment" problem.