ISSN:
0885-6125
Keywords:
training
;
competition
;
game playing
;
reliability
Source:
Springer Online Journal Archives 1860-2000
Topics:
Computer Science
Notes:
Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition.
Type of Medium:
Electronic Resource
URL:
http://dx.doi.org/10.1023/A:1022637925775
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