Artificial Intelligence, Volumen1McGraw-Hill, 1983 - 436 páginas What is artificial intelligence?; Problem solving; Problems and problem spaces; Basic problem-solving methods; Game playing; Knowledge representation; Knowledge representation using predicate logic; Knowledge representation using other logics; Structured representation of knowledge; Advanced topics; Advanced problem-solving systems; Natural language understanding; Perception; Learning; Implementing A.lI. systems: languages and machines; Conclusion; References; Index. |
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Página 74
... block with several red faces , it would be a good idea to use as few of them as possible as outside faces . As many of them as possible should be placed to abut the next block . Using this heuristic , many configurations need never be ...
... block with several red faces , it would be a good idea to use as few of them as possible as outside faces . As many of them as possible should be placed to abut the next block . Using this heuristic , many configurations need never be ...
Página 76
... block and see if there is any way to rotate it to improve the situation . If there is , perform that rotation and continue . If not , we could try rotating a different block . But what if none of the possible rotations produces a more ...
... block and see if there is any way to rotate it to improve the situation . If there is , perform that rotation and continue . If not , we could try rotating a different block . But what if none of the possible rotations produces a more ...
Página 262
... block that C could be unstacked from . Without looking ahead , we cannot tell which of these operators is appropriate , so we create two branches of the search tree , corresponding to the following goal stacks : ONTABLE ( C ) CLEAR ( C ) ...
... block that C could be unstacked from . Without looking ahead , we cannot tell which of these operators is appropriate , so we create two branches of the search tree , corresponding to the following goal stacks : ONTABLE ( C ) CLEAR ( C ) ...
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A.I. programs algorithm answer applied approach appropriate arcs ARMEMPTY Artificial Intelligence backtracking best-first search blocks world branching factor breadth-first search Caesar Chapter chess clauses CLEAR(A complete concept conceptual dependency consider constraints contains database described discussed domain example exploit explore fact frame game tree goal grammar graph heuristic heuristic function important input INTERLISP ISA links John knowledge representation labelings LISP Marcus match methods minimax move MYCIN natural language necessary node objects ON(B operators parsing particular path performed possible preconditions predicate logic probabilistic problem problem-solving produce production system PROLOG propositional logic question reasoning representing knowledge rules Schank script search procedure search process Section semantic net sentence shown in Figure simple situation slots solution solve specific stack statements step strategy structure successors Suppose syntactic task techniques theorem things tion tree true understanding variety