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 8
An integer indicating which move of the game is about to be played ; 1 indicates
the first move , 9 the last . Turn The Algorithm The main algorithm will need to use
three subprocedures : Make2 Tries to make 2 in a row . It first tries to play in the ...
An integer indicating which move of the game is about to be played ; 1 indicates
the first move , 9 the last . Turn The Algorithm The main algorithm will need to use
three subprocedures : Make2 Tries to make 2 in a row . It first tries to play in the ...
Página 118
Suppose we made move B. Then the opponent must choose among moves E , F ,
and G. The opponent's goal is to minimize the value of the evalution function , so
he or she can be expected to choose move F. This means that if we make ...
Suppose we made move B. Then the opponent must choose among moves E , F ,
and G. The opponent's goal is to minimize the value of the evalution function , so
he or she can be expected to choose move F. This means that if we make ...
Página 129
For example , suppose that we initiate a piece exchange in which it will take the
opponent two moves to capture our piece . ... It may make a move look very good
and so be chosen , despite the fact that the move might be just as good , or ...
For example , suppose that we initiate a piece exchange in which it will take the
opponent two moves to capture our piece . ... It may make a move look very good
and so be chosen , despite the fact that the move might be just as good , or ...
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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 |