Block 01 · Learning from experience · Seed 1959
Step 1 of 3 · Play the untrained program Teaching reconstruction · simplified

1959: a checkers program that learned by playing itself

You play navy and move first. The program scores positions with a weighted sum of six board features – using random weights.

What the program values (its weights)

likes more of itwants less of it

The 1959 original

  • Arthur L. Samuel, IBM. Ran on the IBM 704, usually looked three moves ahead in the opening, about 30 seconds per move.
  • Its scoring polynomial had 38 terms, 16 in use at any one time. Here: 6 features, all in use.
  • Goal: make a computer “behave in a way which, if done by human beings or animals, would be described as involving the process of learning”.
Step 2 of 3 · Let it learn (self-play) simplified

Alpha plays Beta. Only the weights change.

tick on the axis: Alpha won, so Beta received Alpha's weights
0

Alpha won

0

Beta won

0

draws

0

shake-ups (3 losses in a row)

Live self-play game

waiting

Draw after 80 moves (40 each) without a capture.

The weights while it learns

Beta = current programAlpha, learning in this game

Look-ahead (minimax)

How Alpha learns – learning by generalisation (simplified)

  1. Alpha adjusts its weights during the game; Beta keeps its weights fixed for the whole game.
  2. After each Alpha move: delta = look-ahead score − quick score of the position. The minimax look-ahead sees further than the quick weighted sum.
  3. Each weight is nudged in proportion to delta × that feature's value (normalised, small learning rate, clipped).
  4. If Alpha wins, Beta receives Alpha's weights. After 3 losses in a row Alpha gets a random shake-up (Samuel's “black marks”, simplified).
  5. Rote learning runs alongside: positions are remembered with their look-ahead scores and reused in later searches.

P is measured every 5 self-play games: a 16-game match against the untrained start (8 fixed openings × both colours, both sides 2 moves ahead, no memory). Draws count ½.

Step 3 of 3 · Play it again simplified

Now play the trained program

Same board, same rules, same look-ahead. Compare this game with your game in step 1.

0–0–0

You vs untrained (step 1)
won–lost–draw

0–0–0

You vs trained (after 0 games)
won–lost–draw

What the program values now

after self-playuntrained start

What changed?

Only the numbers (weights). The rules, the code and the search did not change – the experience did.

Myth check: how good was it really?

Samuel's own judgement: rote learning gave “a rather better-than-average novice, but definitely not … an expert”; the generalisation program “a better-than-average player”.

The often-told 1962 win against Robert Nealey is overstated: Nealey was a blind checkers player from Connecticut whose tournament results never justified IBM's description as “one of the nation's foremost players” (Schaeffer, 1997).

Checkers was finally solved in 2007: with perfect play by both sides it is a draw (Schaeffer et al., 2007).

Sources: A. L. Samuel, Some Studies in Machine Learning Using the Game of Checkers, IBM J. Res. Dev. 3(3), 210–229 (1959), doi:10.1147/rd.33.0210 · T. M. Mitchell, Machine Learning, McGraw-Hill (1997) · J. Schaeffer, One Jump Ahead (1997) · J. Schaeffer et al., Checkers Is Solved, Science 317, 1518–1522 (2007). Program: teaching reconstruction, HTW M6 Block 01 (2026) – not Samuel's code. Paul Manski · HTW Berlin
M6 · AI in Life Sciences
HTW Berlin