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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... described in [ Stanier , 1975 ] . A program to locate missing honors is described in [ Quinlan , 1979 ] . 4.8 EXERCISES 1. Consider the following game tree : B E F G H A C K L M N O P Q R S T U V W X Y 7 6 8 5 2 3 0 -2 6 2 5 8 9 2 ...
... described in [ Stanier , 1975 ] . A program to locate missing honors is described in [ Quinlan , 1979 ] . 4.8 EXERCISES 1. Consider the following game tree : B E F G H A C K L M N O P Q R S T U V W X Y 7 6 8 5 2 3 0 -2 6 2 5 8 9 2 ...
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... described in the script have occurred . Slots representing objects that are involved in the events described in the script . The presence of these objects can be inferred even if they are not mentioned explicitly . Slots representing ...
... described in the script have occurred . Slots representing objects that are involved in the events described in the script . The presence of these objects can be inferred even if they are not mentioned explicitly . Slots representing ...
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... described in the last section , problems in- volving conjoined goals were solved by first solving one of the goals , then another , and so forth , until all of the original ones had been achieved . All the plans that are generated by ...
... described in the last section , problems in- volving conjoined goals were solved by first solving one of the goals , then another , and so forth , until all of the original ones had been achieved . All the plans that are generated by ...
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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