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 34
For example , we could pursue a single branch of the tree until it yields a solution
or until some prespecified depth has been reached and only then go back and
explore other branches . This is called depth - first search . The requirement that
a ...
For example , we could pursue a single branch of the tree until it yields a solution
or until some prespecified depth has been reached and only then go back and
explore other branches . This is called depth - first search . The requirement that
a ...
Página 122
Thus it is not necessary to explore any of the other branches of G. From this
example , we see that at maximizing levels , we can rule out a move early if it
becomes clear that its value will be less than the current threshold , while at
minimizing ...
Thus it is not necessary to explore any of the other branches of G. From this
example , we see that at maximizing levels , we can rule out a move early if it
becomes clear that its value will be less than the current threshold , while at
minimizing ...
Página 233
Refer to specific stored links between frames to suggest new directions in which
to explore . An example of this sort of linking is shown in the similarity network
shown in Figure 7-14.9 • Traverse upward the hierarchical structure in which
frames ...
Refer to specific stored links between frames to suggest new directions in which
to explore . An example of this sort of linking is shown in the similarity network
shown in Figure 7-14.9 • Traverse upward the hierarchical structure in which
frames ...
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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 |