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Genetic programming applied to Othello: introducing students to machine learning research

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Published:01 March 1999Publication History
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Abstract

In this paper we describe and analyze a three week assignment that was given in a Machine Learning course at Columbia University. The assignment presented students with an introduction to machine learning research. The assignment required students to apply Genetic Programming to evolve algorithms that play the board game Othello. The students were provided with an implemented experimental approach as a starting point. The students were required to perform their own experimental modifications corresponding to research issues in machine learning. The results of student experiments were good both in terms of research and in terms of student learning. All relevant code, documentation and information about GPOthello is available at the following url: http://www.cs.columbia.edu/~evs/ml/othello.html.

References

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  1. Genetic programming applied to Othello: introducing students to machine learning research

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    • Published in

      cover image ACM SIGCSE Bulletin
      ACM SIGCSE Bulletin  Volume 31, Issue 1
      March 1999
      370 pages
      ISSN:0097-8418
      DOI:10.1145/384266
      Issue’s Table of Contents
      • cover image ACM Conferences
        SIGCSE '99: The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
        March 1999
        383 pages
        ISBN:1581130856
        DOI:10.1145/299649
        • Chairmen:
        • Jane Prey,
        • Bob Noonan

      Copyright © 1999 ACM

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      New York, NY, United States

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      • Published: 1 March 1999

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