Michael Gherrity
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Michael (Mike) Gherrity,
an American computer scientist and AI-researcher from the University of California, San Diego. He defended his Ph.D. in 1993 - A Game Learning Machine, elaborating on SAL (Search and Learn) [1], his General Game Playing program. While applying a move generator, and losing if own king is captured as sole domain specific knowledge, it was the first chess program used Temporal Difference Learning [2]. In a match of 4200 games against GNU Chess (One second per move), it started to play random moves within its two ply search plus Consistency Search, a generalized Quiescence Search [3], but learned to play reasonable, but still weak chess. It archived eight draws, apparently due to a repetition detection bug in GNU Chess [4].
Selected Publications
- Michael Gherrity (1989). A Learning Algorithm for Analog, Fully Recurrent Neural Networks. IEEE IJCNN 1989
- Richard K. Belew, Michael Gherrity (1989). Back Propagation for the Classifier System. ICGA 1989
- Michael Gherrity (1993). A Game Learning Machine. Ph.D. thesis, University of California, San Diego, advisor Paul Kube, pdf, pdf
- Michael Gherrity, Paul Kube (1993). Quiescent Search is Beneficial. Technical Report CS93-289, University of California, San Diego
Forum Posts
- Subject: Re: Game Learning by Mike Gherrity, ai-repository, July 1, 1994 [6]
- DB Tweaking Between Games by Mike Gherrity, rgcc, May 13, 1997 » Kasparov versus Deep Blue 1997
- Learning necessary for chess champion? by Mike Gherrity, rgcc, May 16, 1997
External Links
- Michael Gherrity Home
- SAL from Machine Learning in Games by Jay Scott
- The Mathematics Genealogy Project - Michael Gherrity
References
- ↑ SAL from Machine Learning in Games by Jay Scott
- ↑ Marco Block, Maro Bader, Ernesto Tapia, Marte Ramírez, Ketill Gunnarsson, Erik Cuevas, Daniel Zaldivar, Raúl Rojas (2008). Using Reinforcement Learning in Chess Engines. Concibe Science 2008, Research in Computing Science: Special Issue in Electronics and Biomedical Engineering, Computer Science and Informatics, Vol. 35, pdf, 1.1 Related Work
- ↑ Don Beal (1989). Experiments with the Null Move. Advances in Computer Chess 5, a revised version is published (1990) under the title A Generalized Quiescence Search Algorithm. Artificial Intelligence, Vol. 43, No. 1
- ↑ Michael Gherrity (1993). A Game Learning Machine. Ph.D. thesis, University of California, San Diego, advisor Paul Kube, pdf, pdf
- ↑ dblp: Michael Gherrity
- ↑ Barney Pell (1993). Strategy Generation and Evaluation for Meta-Game Playing. Ph.D: thesis, Trinity College, Cambridge, pdf