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 357
We can begin by labeling all the boundary edges , as shown in Figure 10–15 ( b )
. Suppose we then begin labeling vertices at vertex 1. The only ... Just looking at
vertex 7 itself , it would appear that any of the five FORK labelings is possible .
We can begin by labeling all the boundary edges , as shown in Figure 10–15 ( b )
. Suppose we then begin labeling vertices at vertex 1. The only ... Just looking at
vertex 7 itself , it would appear that any of the five FORK labelings is possible .
Página 359
For each of the drawings in Figure 10–7 , show how the Waltz algorithm would
produce a labeling . 6. In our description of the Waltz algorithm , we first assigned
to each vertex V all the labelings that might be able to be attached to it . Then we
...
For each of the drawings in Figure 10–7 , show how the Waltz algorithm would
produce a labeling . 6. In our description of the Waltz algorithm , we first assigned
to each vertex V all the labelings that might be able to be attached to it . Then we
...
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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 |