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 42
... play bridge . One of the decisions we will have to make is which card to play on the first trick . What we would like to do is to plan the entire hand before making that first play . But now it is not pos- sible to do such planning with ...
... play bridge . One of the decisions we will have to make is which card to play on the first trick . What we would like to do is to plan the entire hand before making that first play . But now it is not pos- sible to do such planning with ...
Página 113
... play chess , and later of building a machine to play tic - tac - toe [ Bowden , 1953 ] . Two of the pioneers of the science of information and computing contributed to the fledgling computer game - playing literature . Claude Shannon ...
... play chess , and later of building a machine to play tic - tac - toe [ Bowden , 1953 ] . Two of the pioneers of the science of information and computing contributed to the fledgling computer game - playing literature . Claude Shannon ...
Página 130
... playing programs . This work is described in [ Samuel , 1963 ] . Go Go is a very difficult game to play by machine , since the average branching fac- tor of the game tree is very high . For descriptions of some of the attempts that have ...
... playing programs . This work is described in [ Samuel , 1963 ] . Go Go is a very difficult game to play by machine , since the average branching fac- tor of the game tree is very high . For descriptions of some of the attempts that have ...
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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