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 129
Suppose we must choose between two moves , both of which , if the opponent
plays perfectly , lead to situations that are very bad for us , but one is slightly less
bad than the other . But further suppose that the less promising move could lead
to ...
Suppose we must choose between two moves , both of which , if the opponent
plays perfectly , lead to situations that are very bad for us , but one is slightly less
bad than the other . But further suppose that the less promising move could lead
to ...
Página 187
In these situations , we use heuristics that represent the probabilistic information
we need to help us move in the direction that is most likely to lead to a solution .
Sometimes this probabilistic information does not even appear as numbers in the
...
In these situations , we use heuristics that represent the probabilistic information
we need to help us move in the direction that is most likely to lead to a solution .
Sometimes this probabilistic information does not even appear as numbers in the
...
Página 257
Detecting Deadends As a planning system is searching for a sequence of
operators to solve a particular problem , it must be able to notice when it is
exploring a path that can never lead to a solution ( or at least appears unlikely to
lead to one ) ...
Detecting Deadends As a planning system is searching for a sequence of
operators to solve a particular problem , it must be able to notice when it is
exploring a path that can never lead to a solution ( or at least appears unlikely to
lead to one ) ...
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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 |