ImageNet classification with deep convolutional neural networks
Alex Krizhevsky, Ilya Sutskever et al.
208
Citations
11
Influential Citations
Machine Learning
Venue
1998
Year
Following Tesauro's work on TD-Gammon, we used a 4,000 parameter feedforward neural network to develop a competitive backgammon evaluation function. Play proceeds by a roll of the dice, application of the network to all legal moves, and selection of the position with the highest evaluation. However, no backpropagation, reinforcement or temporal difference learning methods were employed. Instead we apply simple hillclimbing in a relative fitness environment. We start with an initial champion of all zero weights and proceed simply by playing the current champion network against a slightly mutated challenger and changing weights if the challenger wins. Surprisingly, this worked rather well. We investigate how the peculiar dynamics of this domain enabled a previously discarded weak method to succeed, by preventing suboptimal equilibria in a “meta-game” of self-learning.
This paper is a landmark in the history of AI and machine learning, particularly for game-playing and evolutionary computation. At a time when Tesauro's TD-Gammon had set the standard for reinforcement learning in backgammon, Pollack and Blair demonstrated that a much simpler method—hillclimbing with relative fitness—could achieve comparable results. This was surprising because hillclimbing had been largely dismissed as a weak optimization method, especially for high-dimensional neural network weights. The paper's significance lies in its challenge to the prevailing orthodoxy that sophisticated gradient-based learning is necessary for complex tasks. It opened the door to re-evaluating simple evolutionary methods in domains with favorable dynamics.
The paper also provides a deep analysis of why the method works, focusing on the concept of a "meta-game" of self-learning. The stochastic nature of backgammon (dice rolls) prevents the champion from becoming trapped in suboptimal equilibria, as mutations can occasionally produce challengers that exploit weaknesses. This insight has broader implications for co-evolutionary algorithms and the study of learning dynamics in noisy environments.
The paper reports that the hillclimbing approach produces a backgammon player that is competitive with TD-Gammon, which used temporal difference learning. The authors do not provide exact win rates against TD-Gammon in the abstract, but they state the method "worked rather well" and produced a strong evaluation function. The key result is that the method avoids suboptimal equilibria, a common failure mode for self-play learning. The paper's analysis shows that the relative fitness evaluation, combined with the stochasticity of dice rolls, allows the hillclimbing process to escape local optima that would trap a purely self-play TD learner.
This paper has had a lasting impact on the field of evolutionary computation and reinforcement learning. It demonstrated that simple methods can be surprisingly effective when the domain has the right properties, and it provided a theoretical framework for understanding when co-evolutionary learning succeeds. The work influenced later research on co-evolution in games, neuroevolution (e.g., NEAT), and the use of relative fitness in training neural networks. It also serves as a cautionary tale against assuming that more complex algorithms are always necessary. The paper remains a classic example of how domain-specific dynamics can enable simple algorithms to achieve state-of-the-art performance.
Alex Krizhevsky, Ilya Sutskever et al.
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