Toward an Ideal Trainer

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.

Cite

Text

Epstein. "Toward an Ideal Trainer." Machine Learning, 1994. doi:10.1023/A:1022637925775

Markdown

[Epstein. "Toward an Ideal Trainer." Machine Learning, 1994.](https://mlanthology.org/mlj/1994/epstein1994mlj-ideal/) doi:10.1023/A:1022637925775

BibTeX

@article{epstein1994mlj-ideal,
  title     = {{Toward an Ideal Trainer}},
  author    = {Epstein, Susan L.},
  journal   = {Machine Learning},
  year      = {1994},
  pages     = {251-277},
  doi       = {10.1023/A:1022637925775},
  volume    = {15},
  url       = {https://mlanthology.org/mlj/1994/epstein1994mlj-ideal/}
}