Experiences in Evaluation with BKG - A Program That Plays Backgammon

Abstract

Because of very high branching factors, a backgammon program must rely on knowledge rather than search for performance. We here discuss insights gained about the structure of evaluation functions for a large domain such as backgammon. Evaluation began as a single linear polynomial of backgammon features. Later, we introduced Mate-classes, each with its own evaluation function. This improved the play, but caused problems with odge-effects between state-classes. Our latest effort uses models of position potential to select across the set of best members of each represented state-class. "This has produced a significant jump in performance of BKG. Because of the localization of knowledge, state-classes permit relatively easy modification of knowledge used in

Cite

Text

Berliner. "Experiences in Evaluation with BKG - A Program That Plays Backgammon." International Joint Conference on Artificial Intelligence, 1977.

Markdown

[Berliner. "Experiences in Evaluation with BKG - A Program That Plays Backgammon." International Joint Conference on Artificial Intelligence, 1977.](https://mlanthology.org/ijcai/1977/berliner1977ijcai-experiences/)

BibTeX

@inproceedings{berliner1977ijcai-experiences,
  title     = {{Experiences in Evaluation with BKG - A Program That Plays Backgammon}},
  author    = {Berliner, Hans J.},
  booktitle = {International Joint Conference on Artificial Intelligence},
  year      = {1977},
  pages     = {428-433},
  url       = {https://mlanthology.org/ijcai/1977/berliner1977ijcai-experiences/}
}