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 8
... Go ( n ) Tries to make 2 in a row . It first tries to play in the center . If it cannot do that , it tries the various noncorner squares . Returns 0 if player p cannot win on his next move ; otherwise , it returns the number of the ...
... Go ( n ) Tries to make 2 in a row . It first tries to play in the center . If it cannot do that , it tries the various noncorner squares . Returns 0 if player p cannot win on his next move ; otherwise , it returns the number of the ...
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... go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) ... player , of the squares in which he or she has played . To check for a possible win for one player , we consider each ...
... go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) ... player , of the squares in which he or she has played . To check for a possible win for one player , we consider each ...
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... playing by machine . Unfortunately , the second is not true for any but the simplest games . For example , consider chess . • The average branching factor is around 35 . • In an average game , each player ... go - playing programs [ Benson ...
... playing by machine . Unfortunately , the second is not true for any but the simplest games . For example , consider chess . • The average branching factor is around 35 . • In an average game , each player ... go - playing programs [ Benson ...
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A.I. programs algorithm answer applied approach appropriate arcs ARMEMPTY Artificial Intelligence backtracking best-first search branching factor breadth-first search Chapter chess clauses CLEAR(A complete Computer concept conceptual dependency consider constraints contains database described discussed domain example expert systems exploit explore fact frame game tree goal grammar graph heuristic heuristic function important input INTERLISP ISA links John knowledge representation labelings learning LISP machine Marcus match methods minimax move MYCIN natural language 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 variety