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 267
8.1.4 Nonlinear Planning Using a Goal Set Using the goal - stack planning
method described in the last section , problems involving conjoined goals were
solved by first solving one of the goals , then another , and so forth , until all of the
...
8.1.4 Nonlinear Planning Using a Goal Set Using the goal - stack planning
method described in the last section , problems involving conjoined goals were
solved by first solving one of the goals , then another , and so forth , until all of the
...
Página 269
x equals B , we get a goal set that is a superset of the initial goal set . Because
this means that no progress is being made , we should eliminate it . There are no
other possibilities for x , so this branch can be pruned . If ON ( B , C ) is chosen as
...
x equals B , we get a goal set that is a superset of the initial goal set . Because
this means that no progress is being made , we should eliminate it . There are no
other possibilities for x , so this branch can be pruned . If ON ( B , C ) is chosen as
...
Página 271
Node 5 contained the goal ARMEMPTY . But when we regress ARMEMPTY
through UNSTACK , we get False , because ARMEMPTY is in the DELETE list of
UNSTACK . Since the goal False can never be attained , this branch can be
pruned .
Node 5 contained the goal ARMEMPTY . But when we regress ARMEMPTY
through UNSTACK , we get False , because ARMEMPTY is in the DELETE list of
UNSTACK . Since the goal False can never be attained , this branch can be
pruned .
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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 |