Definition
TD-Gammon is a world-champion strength backgammon program developed by Gerald Tesauro. Its development relied heavily on machine learning techniques, in particular on Temporal-Difference Learning. Contrary to successful game programs in domains such as chess, which can easily out-search their human opponents but still trail these ability of estimating the positional merits of the current board configuration, td-gammon was able to excel in backgammon for the same reasons that humans play well: its grasp of the positional strengths and weaknesses was excellent. In 1998, it lost a 100-game competition against the world champion with only 8 points. Its sometimes unconventional but very solid evaluation of certain opening strategies had a strong impact on the backgammon community and was soon adapted by professional players.
Description of the Learning System
TD-Gammon is a conventional game-playing program that uses very shallow search (the first versions only searched one ply)...
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Recommended Reading
Tesauro G (1989) Connectionist learning of expert preferences by comparison training. In: Touretzky D (ed) Proceedings of the advances in neural information processing systems 1 (NIPS-88). Morgan Kaufmann, San Francisco, pp 99–106
Tesauro G (1992) Practical issues in temporal difference learning. Mach Learn 8:257–278. http://mlis.www.wkap.nl/mach/abstracts/absv8p257.htm
Tesauro G (1995) Temporal difference learning and TD-Gammon. Commun ACM 38(3):58–68. http://www.research.ibm.com/massdist/tdl.html
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(2017). TD-Gammon. In: Sammut, C., Webb, G.I. (eds) Encyclopedia of Machine Learning and Data Mining. Springer, Boston, MA. https://doi.org/10.1007/978-1-4899-7687-1_813
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DOI: https://doi.org/10.1007/978-1-4899-7687-1_813
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