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Experiments on the Mechanization of Game-Learning Part I. Characterization of the Model and its parameters
Author(s) -
Donald Michie
Publication year - 1963
Publication title -
the computer journal
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.319
H-Index - 64
eISSN - 1460-2067
pISSN - 0010-4620
DOI - 10.1093/comjnl/6.3.232
Subject(s) - computer science , automaton , artificial intelligence , cellular automaton , machine learning , simulation , industrial engineering , engineering
A reason for being interested in games is that they provide a microcosm of intellectual activity in general. Those thought processes which we regard as being specifically human accomplishments—learning from experience, inductive reasoning, argument by analogy, the formation and testing of new hypotheses, and so on —are brought into play even by simple games of mental skill. The problem of artificial intelligence consists in the reduction of these processes to the elementary operations of arithmetic and logic. The present work is concerned with one particular mental activity, that of trial-and-error learning, and the mental task used for studying it is the game of Noughts and Crosses, sometimes known as Tic-tac-toe. From the point of view of one of the players, any game, such as Tic-tac-toe, represents a sequential decision process. Sooner or later the sequence of choices ter minates in an outcome, to which a value is attached, according to whether the game has been won, drawn or lost. If the player is able to learn from experience, the choices which have led up to a given outcome receive reinforcements in the light of the outcome value. In general, positive outcomes are fed back in the form of positive reinforcement, that is to say, the choices belonging to the successful sequence become more probable on later recurrence of the same situations. Similarly, negative outcomes are fed back as negative reinforcements. The process is illustrated in Fig. 1.

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