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  • 1
    Electronic Resource
    Electronic Resource
    Springer
    Biological cybernetics 17 (1975), S. 145-156 
    ISSN: 1432-0770
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology , Computer Science , Physics
    Notes: Abstract We first show how to formalize environments in which situations can be changed only by action, and in which a situation should be brought about that is acceptable. This leads us to the concept of a problem constellation that consists of an action system, a reaction system, a judgement system, and an initial situation. We then present a cybernetical system which we call Robbimat. It is capable of testing problem constellations, of modifying them according to the results of the tests, and of judging the final constellation. We designed Robbimat in order to have favourable problem constellations automatically generated. As an example we discuss a simple game. It constitutes a win-loss-environment the structure of which can be deduced from the payoff function. We show how Robbimat analyses such an environment, and utilizing its structure classifies the initial situation.
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    Biological cybernetics 3 (1967), S. 226-238 
    ISSN: 1432-0770
    Source: Springer Online Journal Archives 1860-2000
    Topics: Biology , Computer Science , Physics
    Notes: Summary Robbi is an ER 56 computer programmed to play a simple nXn (2≦n≦9) board game against human opponents or against itself, that is, to play both sides of the game. Of special interest in the playing program is the learning routine, which improves the performance of the system as it gains experience with the actual game. The efficiency of the machine-learning procedure combined with various tactics adopted by the players has been studied in some detail. The results of each run are tabulated, i.e. the number of plays and the machine-playing time necessary to achieve the criteria of learning, the number of losses, the number of corrections, and the number of board positions stored in the memory of the computer during a run together with their associated lists of possible alternatives, the number of which is reduced by those which have been proved to be incorrect responses. Both the efficiency of the learning system and the characteristic form of the learning curves depends on the combination of tactics used by the players.
    Type of Medium: Electronic Resource
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