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 10
... likely the board position is to lead to an ultimate win for us . ( We will describe below how such an estimate can be derived . ) To decide on the next move , look ahead at the board positions that could result from each of the moves ...
... likely the board position is to lead to an ultimate win for us . ( We will describe below how such an estimate can be derived . ) To decide on the next move , look ahead at the board positions that could result from each of the moves ...
Página 76
... possible rotations of all four blocks and see which leads to the greatest improvement . But that is a lot of testing for a single step . Sometimes it may do just as well to try only some of the possible moves . So we might pick one ...
... possible rotations of all four blocks and see which leads to the greatest improvement . But that is a lot of testing for a single step . Sometimes it may do just as well to try only some of the possible moves . So we might pick one ...
Página 115
... move generator , to search until a goal state is found . The depth of the resulting tree ( or graph ) and its branching factor are too great . amount of time available , it is usually possible to search a tree less than ten moves ...
... move generator , to search until a goal state is found . The depth of the resulting tree ( or graph ) and its branching factor are too great . amount of time available , it is usually possible to search a tree less than ten moves ...
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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