

TD-Gammon: The Neural Network That Taught Itself to Play
TD-Gammon taught itself backgammon by playing 1.5 million gamesalone.
In 1992, Gerald Tesauro at IBM Research published a paper describing a program called TD-Gammon. It had played 1.5 million games of backgammon, against itself. Starting with essentially random play, it improved steadily through a reinforcement learning algorithm called TD-lambda, adjusting its neural network weights based on the difference between predicted and actual outcomes. After 1.5 million self-play games, it played at the level of the world's best human backgammon players.
This was remarkable for several reasons. Backgammon is a game of partial information and chancedice introduce randomness that chess does not have. The state space is enormous. And yet a neural network trained purely on self-play, with no human games provided, no expert knowledge encoded beyond the rules, reached expert level. The program hadn't been taught to play. It had learned to play by playing.
TD-lambda, the algorithm TD-Gammon used, was based on temporal difference learning, a form of reinforcement learning where you update predictions based on the difference between what you expected and what you got, propagated backward through time. The theory had been developed by Richard Sutton and Andrew Barto throughout the 1980s, drawing on psychological models of animal conditioning. Pavlov's dogs and neural networks were doing the same thing.
TD-Gammon was a proof of concept for self-play reinforcement learning that influenced the entire subsequent field. When DeepMind began work on AlphaGo in 2014, Tesauro's paper was on their reading list. The idea that a program could teach itself through self-play, without human games, without hand-crafted heuristics, was TD-Gammon's gift to the field.
The program also discovered novel backgammon strategy. Human experts, studying TD-Gammon's play, found that it preferred certain opening moves they had considered suboptimal. When they tested those moves in practice, they found TD-Gammon was right. A neural network trained on self-play had discovered things that 5,000 years of human backgammon hadn't. This pattern, AI revealing that human conventional wisdom had blind spots, would recur dramatically with AlphaGo in 2016.
What it actually meant
TD-Gammon discovered backgammon strategy that five thousand years of human play had missed, not because it was smarter, but because it explored without human priors. Self-play against a problem, rather than imitation of experts, can find strategies that human expertise has permanently ruled out of consideration.
What enterprises get wrong today
Enterprises use AI to automate what their best people do, which is valuable. But they rarely use AI to find what their best people miss, because the AI is trained on expert demonstrations rather than on exploration against the problem. The ceiling of "automate expert behaviour" is the current expert, and that ceiling is real.
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TD-Gammon played 1.5 million games of backgammon against itself starting from scratch, and ended up discovering strategy that humans had missed in 5,000 years of playing the game. It's a direct ancestor of AlphaGo. What would you like to know?