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 26
They can be described easily as a set of rules consisting of two parts : a left side
that serves as a pattern to be matched against the current board position , and a
right side that describes the change to be made to the board position to reflect the
...
They can be described easily as a set of rules consisting of two parts : a left side
that serves as a pattern to be matched against the current board position , and a
right side that describes the change to be made to the board position to reflect the
...
Página 66
To be able to access the appropriate rules immediately , all we need do is assign
an index to each board position . This can be done simply by treating the board
description as a large number . Any reasonable hashing function can then be ...
To be able to access the appropriate rules immediately , all we need do is assign
an index to each board position . This can be done simply by treating the board
description as a large number . Any reasonable hashing function can then be ...
Página 69
ELIZA's knowledge about both English and psychology was coded in a set of
simple rules . Examples of these rules are shown in Figure 9-4 . ELIZA operated
by matching the left sides of the rules against the user's last sentence and using
the ...
ELIZA's knowledge about both English and psychology was coded in a set of
simple rules . Examples of these rules are shown in Figure 9-4 . ELIZA operated
by matching the left sides of the rules against the user's last sentence and using
the ...
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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 |