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. |
Dentro del libro
Resultados 1-3 de 35
Página 364
Game tree А. B B с E F G H к Stored scores A : 10 ( a ) M N o P Q R A S w х 10 ( b
) Figure 11-1 : Storing Backed Up Values were to arise . Instead of using the
static evaluation function to compute a score for position A , the stored value for A
...
Game tree А. B B с E F G H к Stored scores A : 10 ( a ) M N o P Q R A S w х 10 ( b
) Figure 11-1 : Storing Backed Up Values were to arise . Instead of using the
static evaluation function to compute a score for position A , the stored value for A
...
Página 365
Generalization — The number of distinct objects that might be stored can be very
large . To keep the number of stored objects down to a manageable level , some
kind of generalization is necessary . In Samuel's program , for example , the ...
Generalization — The number of distinct objects that might be stored can be very
large . To keep the number of stored objects down to a manageable level , some
kind of generalization is necessary . In Samuel's program , for example , the ...
Página 395
In standard LISP , such contexts are stored in a simple stack , and so co - routines
are not possible . The spaghetti stack is really a tree though , so several parallel
contexts can be stored at once and control can be passed back and forth ...
In standard LISP , such contexts are stored in a simple stack , and so co - routines
are not possible . The spaghetti stack is really a tree though , so several parallel
contexts can be stored at once and control can be passed back and forth ...
Comentarios de la gente - Escribir un comentario
No encontramos ningún comentario en los lugares habituales.
Contenido
PART ONE PROBLEM SOLVING | 23 |
Basic Problem Solving Methods | 55 |
Game Playing | 113 |
Derechos de autor | |
Otras 10 secciones no mostradas
Otras ediciones - Ver todas
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 |