Abstract
In this paper we compare the results of applying TD(λ) and TDLeaf(λ) algorithms to the game of give-away checkers. Experiments show comparable performance of both algorithms in general, although TDLeaf(λ) seems to be less vulnerable to weight over-fitting. Additional experiments were also performed in order to test three learning strategies used in self-play. The best performance was achieved when the weights were modified only after non-positive game outcomes, and also in the case when the training procedure was focused on stronger opponents. TD-learning results are also compared with a pseudo-evolutionary training method.
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Osman, D., Mańdziuk, J. (2004). Comparison of TDLeaf(λ) and TD(λ) Learning in Game Playing Domain. In: Pal, N.R., Kasabov, N., Mudi, R.K., Pal, S., Parui, S.K. (eds) Neural Information Processing. ICONIP 2004. Lecture Notes in Computer Science, vol 3316. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30499-9_84
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DOI: https://doi.org/10.1007/978-3-540-30499-9_84
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