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 115
... evaluation function , which uses whatever information it has to evaluate individual board positions by es- timating how likely they are to lead eventually to a win . Its function is similar to that of the heuristic function h ' in the A ...
... evaluation function , which uses whatever information it has to evaluate individual board positions by es- timating how likely they are to lead eventually to a win . Its function is similar to that of the heuristic function h ' in the A ...
Página 117
... evaluation function that returns values ranging from 10 to 10 , with 10 indicat- ing a win for us , -10 a win for the opponent , and O an even match . Since our goal is to maximize the value of the heuristic function , we choose to move ...
... evaluation function that returns values ranging from 10 to 10 , with 10 indicat- ing a win for us , -10 a win for the opponent , and O an even match . Since our goal is to maximize the value of the heuristic function , we choose to move ...
Página 366
... evaluation function produces values that are fairly reason- able measures of the correct score even if they are not as accurate as we hope to get them to be . Then this evaluation function can be used to provide feedback to itself ...
... evaluation function produces values that are fairly reason- able measures of the correct score even if they are not as accurate as we hope to get them to be . Then this evaluation function can be used to provide feedback to itself ...
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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