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 72
The program that uses the values of the function can attempt to minimize it or to
maximize it as appropriate . The purpose of a heuristic function is to guide the
search process in the most profitable direction , by suggesting which path to
follow ...
The program that uses the values of the function can attempt to minimize it or to
maximize it as appropriate . The purpose of a heuristic function is to guide the
search process in the most profitable direction , by suggesting which path to
follow ...
Página 115
This is done using a static evaluation function , which uses whatever information
it has to evaluate individual board positions by estimating how likely they are to
lead eventually to a win . Its function is similar to that of the heuristic function h ' in
...
This is done using a static evaluation function , which uses whatever information
it has to evaluate individual board positions by estimating how likely they are to
lead eventually to a win . Its function is similar to that of the heuristic function h ' in
...
Página 366
If a pattern classification program uses its evaluation function to classify an input
and it gets the right answer , then all the terms that predicted that answer should
have their weights increased . But in game - playing programs , the problem is ...
If a pattern classification program uses its evaluation function to classify an input
and it gets the right answer , then all the terms that predicted that answer should
have their weights increased . But in game - playing programs , the problem is ...
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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 |