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 7
Program 1 Data Structures Board A nine - element vector representing the board
, where the elements of the vector correspond to the board positions as follows : 1
2 3 4 5 6 7 8 9 Each element will contain the value 0 ( indicating the ...
Program 1 Data Structures Board A nine - element vector representing the board
, where the elements of the vector correspond to the board positions as follows : 1
2 3 4 5 6 7 8 9 Each element will contain the value 0 ( indicating the ...
Página 12
A hash table is a vector , each entry of which represents the information
associated with one element of a set ( in this case , the set of input matrices ) . To
find the information associated with a given element , it is necessary to represent
the ...
A hash table is a vector , each entry of which represents the information
associated with one element of a set ( in this case , the set of input matrices ) . To
find the information associated with a given element , it is necessary to represent
the ...
Página 394
It uses the LISP function CONS to attach one element to the front of a list . It calls
itself recursively until all of the elements of Li have been attached . The LISP
function CAR returns the first element of the list it is given and the function CDR ...
It uses the LISP function CONS to attach one element to the front of a list . It calls
itself recursively until all of the elements of Li have been attached . The LISP
function CAR returns the first element of the list it is given and the function CDR ...
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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 |