Artificial IntelligenceMcGraw-Hill, 1991 - 621 páginas |
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... winning move . This function will enable the program both to win and to block the opponent's win . Posswin operates by checking , one at a time , each of the rows , columns , and diagonals . Because of the way values are numbered , it ...
... winning move . This function will enable the program both to win and to block the opponent's win . Posswin operates by checking , one at a time , each of the rows , columns , and diagonals . Because of the way values are numbered , it ...
Página 13
... winning , while assuming that the opponent will try to minimize that likelihood . This algorithm is called the ... wins , it could search for a limited time and evaluate the merit of each resulting board position using some static ...
... winning , while assuming that the opponent will try to minimize that likelihood . This algorithm is called the ... wins , it could search for a limited time and evaluate the merit of each resulting board position using some static ...
Página 309
... wins and which to losses is not always easy . Suppose we make a very bad move , but then , because the opponent makes a mistake , we ultimately win the game . We would not like to give credit for winning to our mistake . The problem of ...
... wins and which to losses is not always easy . Suppose we make a very bad move , but then , because the opponent makes a mistake , we ultimately win the game . We would not like to give credit for winning to our mistake . The problem of ...
Contenido
Weak SlotandFiller Structures | 9 |
6 | 24 |
Heuristic Search Techniques | 63 |
Derechos de autor | |
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Abbott algorithm answer apply approach Artificial Intelligence assertions attributes axioms backpropagation backtracking backward backward reasoning belief best-first search breadth-first search Cabot Caesar Chapter clauses concept consider constraints contains contexts contradiction corresponding define depth-first depth-first search described discussed domain example explicitly fact given goal graph heuristic heuristic function Horn clauses important inference inheritance input instance interpretation justification knowledge base knowledge representation labeled learning logical assertions Marcus match move MYCIN node nonmonotonic reasoning object operators particular path perceptron possible preconditions predicate logic problem problem-solving procedure produce production system PROLOG propagation propositional logic question represent resolution result robot rules Section semantic semantic net sentence shown in Figure simple slot solution solve space specific statements step strategy structure Suppose suspect syntactic task techniques theorem things tree true truth maintenance system variables wff's