Artificial IntelligenceMcGraw-Hill, 1991 - 621 páginas |
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Página 23
... stored , with each stimulus image , a cue that it could later pass through the discrimination net to try to find the correct response image . But it stored as a cue only as much information about the response syllable as was necessary ...
... stored , with each stimulus image , a cue that it could later pass through the discrimination net to try to find the correct response image . But it stored as a cue only as much information about the response syllable as was necessary ...
Página 450
... stored value than it would be to recompute it , there must be a way to access the appropriate stored value quickly . In Samuel's program , this was done by indexing board positions by a few important characteristics , such as the number ...
... stored value than it would be to recompute it , there must be a way to access the appropriate stored value quickly . In Samuel's program , this was done by indexing board positions by a few important characteristics , such as the number ...
Página 520
... stored as a collection of active units . One might be tempted to say that digital computers also use distributed representations . After all , a small integer is stored in a distributed fashion , as a pattern of activation over eight ...
... stored as a collection of active units . One might be tempted to say that digital computers also use distributed representations . After all , a small integer is stored in a distributed fashion , as a pattern of activation over eight ...
Contenido
5 | 24 |
Heuristic Search Techniques | 63 |
Knowledge Representation Issues | 105 |
Derechos de autor | |
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Abbott agents algorithm answer apply approach ARMEMPTY assertions attributes axioms backpropagation backtracking backward belief best-first search breadth-first search Caesar called Chapter chess clauses complete concept conceptual dependency consider constraints contains contradiction corresponding define depth-first depth-first search described discussed domain fact frame function game tree goal grammar graph heuristic Horn clauses important inference inheritance input instance interpretation isa links John justification knowledge base knowledge representation labeled learning Marcus match minimax move MYCIN natural language node object ON(B operators output parsing particular path perceptron perform players possible preconditions predicate logic problem problem-solving procedure produce PROLOG properties represent result robot rules script Section semantic semantic net sentence shown in Figure simple slot solution solve specific step structure Suppose syntactic task techniques theorem things tree truth maintenance system understanding variables version space