Temporal difference learning and TD-Gammon

Article Properties
  • Language
    English
  • Publication Date
    1995/03/01
  • Indian UGC (Journal)
  • Refrences
    16
  • Citations
    416
  • Gerald Tesauro IBM Thomas J. Watson Research Center, P.O. Box 704, Yorktown Heights, NY
Abstract
Cite
Tesauro, Gerald. “Temporal Difference Learning and TD-Gammon”. Communications of the ACM, vol. 38, no. 3, 1995, pp. 58-68, https://doi.org/10.1145/203330.203343.
Tesauro, G. (1995). Temporal difference learning and TD-Gammon. Communications of the ACM, 38(3), 58-68. https://doi.org/10.1145/203330.203343
Tesauro G. Temporal difference learning and TD-Gammon. Communications of the ACM. 1995;38(3):58-6.
Journal Categories
Science
Mathematics
Instruments and machines
Electronic computers
Computer science
Science
Mathematics
Instruments and machines
Electronic computers
Computer science
Computer software
Technology
Electrical engineering
Electronics
Nuclear engineering
Electronics
Computer engineering
Computer hardware
Description

Can a computer learn to play backgammon at a world-class level? This paper explores the application of temporal difference (TD) learning to the game of backgammon, resulting in the development of TD-Gammon. The authors discuss the potential of complex board games, such as chess and backgammon, as ideal testing grounds for artificial intelligence and machine learning. TD-Gammon is presented as a pioneering effort in this domain. The success of TD-Gammon demonstrates the power of temporal difference learning in mastering complex tasks. This approach contributes to the advancement of machine learning algorithms capable of achieving expert-level performance in challenging domains. The techniques and insights gained from TD-Gammon have influenced subsequent research in reinforcement learning and game playing.

Published in Communications of the ACM, this paper's exploration of temporal difference learning and its application to backgammon fits well with the journal’s focus on advances in computer science and artificial intelligence. The article likely resonated with the ACM readership interested in game-playing algorithms and machine learning techniques.

Refrences
Citations
Citations Analysis
The first research to cite this article was titled Strategic directions in artificial intelligence and was published in 1996. The most recent citation comes from a 2024 study titled Strategic directions in artificial intelligence . This article reached its peak citation in 2022 , with 57 citations.It has been cited in 262 different journals, 14% of which are open access. Among related journals, the IEEE Access cited this research the most, with 13 citations. The chart below illustrates the annual citation trends for this article.
Citations used this article by year