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Waterman Waterman70 and Smith Smith83 used poker
as a testbed for automatic learning methods. Both worked on the problem
of acquiring problem-solving heuristics through experience.
Waterman worked on two things, the representation of heuristics as
rules to allow their dynamic manipulation, and the automatic
modification and creation of these heuristics by a learning program
based on information obtained during training. Waterman created a
number of computer players differing in the heuristics initially
provided to them during his research. The best program was evaluated to
be the same degree of skill as a ``nonprofessional but experienced human
player''. His programs played a two-player standard version of
five-card draw poker and believed that by choosing poker, the
representation and generalisation techniques he developed were shown to
be an effective approach to implementing decision making under
conditions of uncertainty and risk.
Smith proposed an alternative method for dynamically learning
heuristics by using genetic algorithms. Poker was used as a testbed for
this technique to provide a means for comparing his work with that of
Waterman.
The research done by Waterman and Smith is promising but was also not
geared directly towards the development of a world class poker playing
program. The use of learning algorithms appears to be of some use for
the creation of a computer player, and is ideal for reasoning and
learning in an imperfect information environment. It is uncertain how
successful a program based on genetic algorithms or dynamic heuristic
rules can become, but appears that it holds some potential and may be
able to form the basis for future research into this area.
Next: Koller and Pfeffer
Up: Previous Computer Science Studies
Previous: Findler
Jason R Carlton
2000-11-13