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 19
So , for example , if asked the question “ How much is 12,324 times 73,981 ? ” , it
could wait several minutes and then respond with the wrong answer . The more
serious issue , though , is the amount of knowledge that a machine would have ...
So , for example , if asked the question “ How much is 12,324 times 73,981 ? ” , it
could wait several minutes and then respond with the wrong answer . The more
serious issue , though , is the amount of knowledge that a machine would have ...
Página 212
For example , nowhere in our story was the word restaurant mentioned . This is
often a very difficult question and there are several ways in which it can be
answered . Three important approaches are the following : • Index the structures
directly ...
For example , nowhere in our story was the word restaurant mentioned . This is
often a very difficult question and there are several ways in which it can be
answered . Three important approaches are the following : • Index the structures
directly ...
Página 305
For example , the sentence “ Do you know what time it is ? " should be interpreted
as a request to be told the time . The boundaries between these three phases are
often very fuzzy . The phases are sometimes performed in sequence and they ...
For example , the sentence “ Do you know what time it is ? " should be interpreted
as a request to be told the time . The boundaries between these three phases are
often very fuzzy . The phases are sometimes performed in sequence and they ...
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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 |