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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Página 8
... move , 9 the last . The main algorithm will need to use three subprocedures : Make2 Posswin ( p ) Go ( n ) Tries to ... move ; otherwise , it returns the number of the square that constitutes a winning move . It will be called first to ...
... move , 9 the last . The main algorithm will need to use three subprocedures : Make2 Posswin ( p ) Go ( n ) Tries to ... move ; otherwise , it returns the number of the square that constitutes a winning move . It will be called first to ...
Página 118
... move F. This means that if we make move B , the actual position in which we will end up one move later is very bad for us . This is true even though a possible configuration is that represented by node E , which is very good for us ...
... move F. This means that if we make move B , the actual position in which we will end up one move later is very bad for us . This is true even though a possible configuration is that represented by node E , which is very good for us ...
Página 129
... moves . It may make a move look very good and so be chosen , despite the fact that the move might be just as good , or perhaps even better , if it were delayed past the program's horizon . Another limitation of the minimax approach is ...
... moves . It may make a move look very good and so be chosen , despite the fact that the move might be just as good , or perhaps even better , if it were delayed past the program's horizon . Another limitation of the minimax approach is ...
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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