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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... 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 to ...
... 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 to ...
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... 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 ...
... 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 ...
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... 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 ...
... 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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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