Artificial Intelligence, Volumen1What 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 47
Consider again the problem of playing chess . Suppose you had unlimited
computing power available . How much knowledge would be required by a
perfect program ? The answer to this question is very little — just the rules for
determining ...
Consider again the problem of playing chess . Suppose you had unlimited
computing power available . How much knowledge would be required by a
perfect program ? The answer to this question is very little — just the rules for
determining ...
Página 187
In other situations , probabilistic information is encoded in the heuristic functions
that evaluate the individual nodes . Consider the simple problem of the 8 - puzzle
. From any configuration there is a shortest path to a solution . Ideally , if we had ...
In other situations , probabilistic information is encoded in the heuristic functions
that evaluate the individual nodes . Consider the simple problem of the 8 - puzzle
. From any configuration there is a shortest path to a solution . Ideally , if we had ...
Página 328
Consider the text Bill had a red balloon . John wanted it . The word it should be
identified as referring to the red balloon . References such as this are called
anaphoric references or anaphora . • Parts of objects . Consider the text Sue
opened ...
Consider the text Bill had a red balloon . John wanted it . The word it should be
identified as referring to the red balloon . References such as this are called
anaphoric references or anaphora . • Parts of objects . Consider the text Sue
opened ...
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Contenido
PART ONE PROBLEM SOLVING | 23 |
Basic Problem Solving Methods | 55 |
Game Playing | 113 |
Derechos de autor | |
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Términos y frases comunes
additional algorithm already answer appear applied approach appropriate attempt block called chapter choose clauses combined complete concept consider constraint contains corresponding dependency described determine discussed domain evidence example exploit explore fact frame function given goal grammar graph heuristic important indicates initial input interpretation involved John kinds knowledge known labelings language lead learning logic look match means methods move necessary node objects occur operators particular path performed position possible preconditions predicate present probability problem procedure produce prove question reasoning representation represented result rules satisfied script selected semantic sentence shown in Figure shows simple single situation solution solve space specific statements step stored structure Suppose task techniques things tion tree true understanding variety
Referencias a este libro
Human-computer Interaction Alan Dix,Alan John Dix,Janet Finlay,Gregory D. Abowd,Russell Beale Sin vista previa disponible - 2003 |