TD-Gammon

The final version of TD-Gammon (2.1) was trained with 1.5 million games of self-play, and achieved a level of play just slightly below that of the top human backgammon players of the time.

[2] In early experimentation, using only a raw board encoding with no human-designed features, TD-Gammon reached a level of play comparable to Neurogammon: that of an intermediate-level human backgammon player.

[3] TD-Gammon's exclusive training through self-play (rather than tutelage) enabled it to explore strategies that humans previously had not considered or had ruled out erroneously.

[4] Backgammon expert Kit Woolsey found that TD-Gammon's positional judgement, especially its weighing of risk against safety, was superior to his own or any human's.

TD-Gammon's strengths and weaknesses were the opposite of symbolic artificial intelligence programs and most computer software in general: it was good at matters that require an intuitive "feel" but bad at systematic analysis.