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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... discussed partially commutative production systems that are also monotonic . They are good for problems where things do not change ; new things get created . Nonmonotonic , partially commutative systems , on the other hand , are useful ...
... discussed partially commutative production systems that are also monotonic . They are good for problems where things do not change ; new things get created . Nonmonotonic , partially commutative systems , on the other hand , are useful ...
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... discussed in Section 7.1.2 , this may be inefficient or perhaps even impossible in some situations . Thus , although there are several arguments in favor of the use of CD as a model for representing events , it is not always completely ...
... discussed in Section 7.1.2 , this may be inefficient or perhaps even impossible in some situations . Thus , although there are several arguments in favor of the use of CD as a model for representing events , it is not always completely ...
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... discussed in the rest of this chapter . 8.3 EXPERT SYSTEMS So far , the majority of the programs we have discussed have been designed to perform " common sense " reasoning tasks -- tasks any person could easily perform . There is a ...
... discussed in the rest of this chapter . 8.3 EXPERT SYSTEMS So far , the majority of the programs we have discussed have been designed to perform " common sense " reasoning tasks -- tasks any person could easily perform . There is a ...
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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