TD-Gammon
A neural network that taught itself backgammon by playing against itself with temporal-difference learning and reached a level close to the best human players.
Also Tesauro · backgammon
Gerald Tesauro, IBM Research, 1992
A computer program that started knowing nothing about backgammon strategy, played itself over a million times, and by learning from wins and losses became nearly as good as world-class players.
Where it fits
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Is a kind of / part of
Siblings
Uses / built on
How it works
In the early 1990s, Gerald Tesauro at IBM trained a neural network to play backgammon using only games against itself. TD-Gammon became one of the first big successes of reinforcement learning.
The setup was simple:
- A small neural network looked at the board and estimated the chance of winning.
- It chose moves by picking the position it rated best.
- After each move, it nudged its earlier estimate toward its new one, and at the end toward the actual result. This is temporal-difference (TD) learning, the same idea behind Q-learning.
Starting from no strategic knowledge, it reached strong intermediate play. With some hand-designed input features and more self-play, version 2.1 trained on 1.5 million games and played just below the level of the world’s best humans. Experts even adopted some of its unusual opening moves.
Its contrast with Deep Blue is instructive: Deep Blue searched with hand-tuned rules, TD-Gammon learned its judgment. That learned-intuition idea came back at scale in AlphaGo and AlphaZero.
Everyday use cases
- Case 01
How you've probably met it
As the classic example in reinforcement learning textbooks, and indirectly through the backgammon opening moves it popularized.
Strengths, weaknesses and when to use it
Strengths
- Showed that a neural network could learn expert-level play from self-play alone.
Weaknesses
- Backgammon's dice make exploration easy; the same simple recipe failed in many other games until much later.
When to use itAs the historical ancestor of AlphaGo-style self-play learning.