A Learning Program Which Plays Partnership Dominoes A learning program has been written is BASIC to play four-player partnership dominoes. Because dominoes is a game of incomplete information, the program uses somewhat different principles of artificial intelligence from those used in programs for games of complete information, such as checkers, chess, and go. The program was constructed to use a "strategy signature table" which classifies board situations through the interactions of game parameters. Each entry in the table contains adaptively determined weights indicating the advi sability of various strategies. Once chosen, a strategy then employs probability analysis and linear polynomial evaluation to choose a move. Our program wins approximately two-thirds of its games in tournament situations, and has defeated championship players. CACM August, 1973 Smith, M. H. artificial intelligence, intelligence learning, heuristic procedures, heuristic programming, game playing, problem solving,dominoes, incomplete information, machine learning, signature table, learning programs, strategy learning 3.62 3.64 3.66 3.69 CA730803 JB January 23, 1978 11:09 AM 2471 5 2471 2471 5 2471 2471 5 2471