This paper demonstrates how the nature of the opposition during traini
ng affects learning to play two-person, perfect information board game
s. ft considers different kinds of competitive training, the impact of
trainer error, appropriate metrics for post-training performance meas
urement, and the ways those metrics can be applied. The results sugges
t that teaching a program by leading it repeatedly through the same re
stricted paths, albeit high quality ones, is overly narrow preparation
for the variations that appear in real-world experience. The results
also demonstrate that variety introduced into training by random choic
e is unreliable preparation, and that a program that directs its own t
raining may overlook important situations. The results argue for a bro
ad variety of training experience with play at many levels. This varie
ty may either be inherent in the game or introduced deliberately into
the training. Lesson and practice training, a blend of expert guidance
and knowledge-based, self-directed elaboration, is shown to be partic
ularly effective for learning during competition.