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 11
For this example , we wish to solve the problem of correctly identifying input
patterns as one of the letters of the alphabet . First we need to decide how the
input will be represented . Since we are working with a digital computer , we will
need to ...
For this example , we wish to solve the problem of correctly identifying input
patterns as one of the letters of the alphabet . First we need to decide how the
input will be represented . Since we are working with a digital computer , we will
need to ...
Página 13
The Algorithm To classify an input matrix , do the following : 1 . Take the bits of
the input matrix that come from the same three rows used above to construct the
table of patterns and use them to form a key . 2 . Apply to the key the same hash ...
The Algorithm To classify an input matrix , do the following : 1 . Take the bits of
the input matrix that come from the same three rows used above to construct the
table of patterns and use them to form a key . 2 . Apply to the key the same hash ...
Página 393
Name PQ Symb Link Comments EO 9 - 3 70 9 - 1 9 - 2 J50 Push down WO and
move test symbol to wo J60 Locate the next cell of the tree 9 - 1 If no more cells ,
exit with H512 HO Input the symbol in the next list cell 11 WO Input the test
symbol ...
Name PQ Symb Link Comments EO 9 - 3 70 9 - 1 9 - 2 J50 Push down WO and
move test symbol to wo J60 Locate the next cell of the tree 9 - 1 If no more cells ,
exit with H512 HO Input the symbol in the next list cell 11 WO Input the test
symbol ...
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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 |