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Learning Efficient Classification Procedures and Their Application to Chess End Games

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Part of the book series: Symbolic Computation ((1064))

Abstract

A series of experiments dealing with the discovery of efficient classification procedures from large numbers of examples is described, with a case study from the chess end game king-rook versus king-knight. After an outline of the inductive inference machinery used, the paper reports on trials leading to correct and very fast attribute-based rules for the relations lost 2-ply and lost 3-ply. On another tack, a model of the performance of an idealized induction system is developed and its somewhat surprising predictions compared with observed results. The paper ends with a description of preliminary work on the automatic specification of relevant attributes.

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References

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© 1983 Springer-Verlag Berlin Heidelberg

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Quinlan, J.R. (1983). Learning Efficient Classification Procedures and Their Application to Chess End Games. In: Michalski, R.S., Carbonell, J.G., Mitchell, T.M. (eds) Machine Learning. Symbolic Computation. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-12405-5_15

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  • DOI: https://doi.org/10.1007/978-3-662-12405-5_15

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-12407-9

  • Online ISBN: 978-3-662-12405-5

  • eBook Packages: Springer Book Archive

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