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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... human performance . The second class of programs that attempt to model human performance are those that do things that fall more clearly within our definition of A.I. tasks ; they do things that are not trivial for the computer . There ...
... human performance . The second class of programs that attempt to model human performance are those that do things that fall more clearly within our definition of A.I. tasks ; they do things that are not trivial for the computer . There ...
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... human player . The rating would be based on the players whom the program can beat . Already programs have acquired chess ratings higher than most human players . For other problem domains , a less precise measure of a program's ...
... human player . The rating would be based on the players whom the program can beat . Already programs have acquired chess ratings higher than most human players . For other problem domains , a less precise measure of a program's ...
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Elaine Rich. want stative transitive intransitive cf تے main noun human object X pleased human cf physobj R X one ATRANS ← Y X cf pleased X cf PTRANS ← Y 1 cf one here human human X pleased Figure 9-15 : The Verb - ACT Dictionary cf ...
Elaine Rich. want stative transitive intransitive cf تے main noun human object X pleased human cf physobj R X one ATRANS ← Y X cf pleased X cf PTRANS ← Y 1 cf one here human human X pleased Figure 9-15 : The Verb - ACT Dictionary cf ...
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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