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47
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This paper explores the application of Sutton's TD(λ) algorithm to learn backgammon through self-play, demonstrating that a connectionist network can learn to play at an intermediate to near-expert level, outperforming traditional commercial programs and networks trained on human expert data.
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Abstract
This paper examines whether temporal difference methods for training connectionist networks, such as Suttons's TD(λ) algorithm, can be successfully applied to complex real-world problems. A number of important practical issues are identified and discussed from a general theoretical perspective. These practical issues are then examined in the context of a case study in which TD(λ) is applied to learning the game of backgammon from the outcome of self-play. This is apparently the first application of this algorithm to a complex nontrivial task. It is found that, with zero knowledge built in, the network is able to learn from scratch to play the entire game at a fairly strong intermediate level of performance, which is clearly better than conventional commercial programs, and which in fact surpasses comparable networks trained on a massive human expert data set. The hidden units in these network have apparently discovered useful features, a longstanding goal of computer games research. Furthermore, when a set of hand-crafted features is added to the input representation, the resulting networks reach a near-expert level of performance, and have achieved good results against world-class human play.
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References [9]
Gerald Tesauro - 1992
3 papers in library cite
Richard S. Sutton - 1988
3 papers in library cite
A. Samuel - 1959
2 papers in library cite
Gerald Tesauro, T. J. Sejnowski - 1989
1 paper in library cites
P. W. Frey - 1986
1 paper in library cites
H. Berliner - 1980
1 paper in library cites
Gerald Tesauro - 1989
1 paper in library cites
Gerald Tesauro - 1990
1 paper in library cites
Peter Dayan - 1992
1 paper in library cites
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on February 1, 2026
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