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 27
... space , where each state corresponds to a legal position of the board . We can then play chess by starting at an initial state , using a set of rules to move from one state to another , and attempting to end up in one of a set of final ...
... space , where each state corresponds to a legal position of the board . We can then play chess by starting at an initial state , using a set of rules to move from one state to another , and attempting to end up in one of a set of final ...
Página 30
... space representation . But we have said nothing about how we constructed that representation . How might we design a program that converts informal problem descriptions into state space representations ? This is a hard question to which ...
... space representation . But we have said nothing about how we constructed that representation . How might we design a program that converts informal problem descriptions into state space representations ? This is a hard question to which ...
Página 95
... space of lists of constraints , the other of which operates in the original problem space but the rule patterns and the heuris- tic function make reference to the current position in the constraint space . Another way of viewing ...
... space of lists of constraints , the other of which operates in the original problem space but the rule patterns and the heuris- tic function make reference to the current position in the constraint space . Another way of viewing ...
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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