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Puzzlelearning versus Gamelearning
Machines that Play and Plan
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algorithm analysis animal applied Artificial Intelligence assembly automatic behaviour camera checkers chess program Clowes complex computer chess computer program construct Department of Machine developed devices Edinburgh University Press engineering evaluation example experimental Figure function game-learning gram Graph Traverser hand-eye heuristic human input integrated cognitive system intelligence research internal model John Maynard Smith knowledge labelled laboratories letgo linguistic logical lookahead Machine Intelligence machine learning machine perception machine translation manipulation mechanical Meltzer methods Michie minimax nodes noughts and crosses objects operations outcome parsing performance picture play player Popplestone position possible problem problem-solving Proc procedures Project MAC puzzle R. M. Burstall reinforcement representation robot vision Samuel's semantic simple simulate situation solving square squares attacked strategy structure task techniques terminal theorem theory thing tion tree trial-and-error learning University of Edinburgh visual White piece