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
... Chess Moves can describe the rules we need , the less work we will have to do to provide them and the more efficient the program that uses them can be . We have just defined the problem of playing chess as a problem of moving around in ...
... Chess Moves can describe the rules we need , the less work we will have to do to provide them and the more efficient the program that uses them can be . We have just defined the problem of playing chess as a problem of moving around in ...
Página 128
... chess , for example , both opening sequences and endgame sequences are highly stylized . In these situations , the performance of a program can often be considerably enhanced if it is provided with a list of moves ( called book moves ) ...
... chess , for example , both opening sequences and endgame sequences are highly stylized . In these situations , the performance of a program can often be considerably enhanced if it is provided with a list of moves ( called book moves ) ...
Página 130
... Chess As we have already pointed out , chess was one of the earliest games for which programs were designed . For surveys of the many efforts in building chess- playing programs , see [ Newborn , 1975 ; Berliner , 1978 ; Frey , 1977 ] ...
... Chess As we have already pointed out , chess was one of the earliest games for which programs were designed . For surveys of the many efforts in building chess- playing programs , see [ Newborn , 1975 ; Berliner , 1978 ; Frey , 1977 ] ...
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addition algorithm already answer appear applied approach appropriate Artificial Intelligence attempt better block called Chapter choose clauses combined complete concept consider contains corresponding dependency described discussed domain example exploit explore fact frame function given goal grammar graph heuristic important indicates initial input interpretation involved John kinds knowledge labelings language learning logic look machine Marcus match means methods move natural necessary node objects occur operators particular path patterns perform position possible predicate present 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 stack statement step stored structure Suppose task techniques things tion tree true understanding variety