Artificial IntelligenceMcGraw-Hill, 1991 - 621 páginas |
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Página 10
... winning move . This function will enable the program both to win and to block the opponent's win . Posswin operates by checking , one at a time , each of the rows , columns , and diagonals . Because of the way values are numbered , it ...
... winning move . This function will enable the program both to win and to block the opponent's win . Posswin operates by checking , one at a time , each of the rows , columns , and diagonals . Because of the way values are numbered , it ...
Página 13
... winning , while assuming that the opponent will try to minimize that likelihood . This algorithm is called the ... wins , it could search for a limited time and evaluate the merit of each resulting board position using some static ...
... winning , while assuming that the opponent will try to minimize that likelihood . This algorithm is called the ... wins , it could search for a limited time and evaluate the merit of each resulting board position using some static ...
Página 309
... wins and which to losses is not always easy . Suppose we make a very bad move , but then , because the opponent makes a mistake , we ultimately win the game . We would not like to give credit for winning to our mistake . The problem of ...
... wins and which to losses is not always easy . Suppose we make a very bad move , but then , because the opponent makes a mistake , we ultimately win the game . We would not like to give credit for winning to our mistake . The problem of ...
Contenido
5 | 24 |
Heuristic Search Techniques | 63 |
Knowledge Representation Issues | 105 |
Derechos de autor | |
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Términos y frases comunes
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