Dissemin is shutting down on January 1st, 2025

Published in

Elsevier, Computers and Operations Research, 6(35), p. 1999-2017

DOI: 10.1016/j.cor.2006.10.004

Links

Tools

Export citation

Search in Google Scholar

Application of reinforcement learning to the game of Othello

Journal article published in 2008 by Nees Jan van Eck ORCID, Michiel van Wezel
This paper was not found in any repository, but could be made available legally by the author.
This paper was not found in any repository, but could be made available legally by the author.

Full text: Unavailable

Green circle
Preprint: archiving allowed
Red circle
Postprint: archiving forbidden
Red circle
Published version: archiving forbidden
Data provided by SHERPA/RoMEO

Abstract

Operations research and management science are often confronted with sequential decision making problems with large state spaces. Standard methods that are used for solving such complex problems are associated with some difficulties. As we discuss in this article, these methods are plagued by the so-called curse of dimensionality and the curse of modelling. In this article, we discuss reinforcement learning, a machine learning technique for solving sequential decision making problems with large state spaces. We describe how reinforcement learning can be combined with a function approximation method to avoid both the curse of dimensionality and the curse of modelling. To illustrate the usefulness of this approach, we apply it to a problem with a huge state space—learning to play the game of Othello. We describe experiments in which reinforcement learning agents learn to play the game of Othello without the use of any knowledge provided by human experts. It turns out that the reinforcement learning agents learn to play the game of Othello better than players that use basic strategies.