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. |
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Página 82
It lets us choose which node to expand next on the basis not only of how good
the node itself looks ( as measured by h ' ) , but also on the basis of how good the
path to the node was . By incorporating g into f ' , we will not always choose as ...
It lets us choose which node to expand next on the basis not only of how good
the node itself looks ( as measured by h ' ) , but also on the basis of how good the
path to the node was . By incorporating g into f ' , we will not always choose as ...
Página 118
Suppose we made move B . Then the opponent must choose among moves E , F
, and G . The opponent ' s goal is to minimize the value of the evalution function ,
so he or she can be expected to choose move F . This means that if we make ...
Suppose we made move B . Then the opponent must choose among moves E , F
, and G . The opponent ' s goal is to minimize the value of the evalution function ,
so he or she can be expected to choose move F . This means that if we make ...
Página 129
Another limitation of the minimax approach is that it relies heavily on the
assumption that the opponent will always choose the optimal move . This
assumption is acceptable in winning situations in which a move that is
guaranteed to be good ...
Another limitation of the minimax approach is that it relies heavily on the
assumption that the opponent will always choose the optimal move . This
assumption is acceptable in winning situations in which a move that is
guaranteed to be good ...
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Contenido
PART ONE PROBLEM SOLVING | 23 |
Basic Problemsolving Methods | 55 |
Game Playing | 113 |
Derechos de autor | |
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Términos y frases comunes
additional algorithm already answer appear applied approach appropriate attempt block called chapter choose clauses combined complete concept consider constraints contains corresponding dependency described determine discussed domain evidence example exists exploit explore fact frame function given goal grammar graph heuristic important indicates initial input interpretation involved John kinds knowledge labelings language lead learning logic look match means mechanism 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 |