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 129
... lead to situations that are very bad for us , but one is slightly less bad than the other . But further suppose that the less promising move could lead to a very good situation for us if the opponent makes a single mistake . Although ...
... lead to situations that are very bad for us , but one is slightly less bad than the other . But further suppose that the less promising move could lead to a very good situation for us if the opponent makes a single mistake . Although ...
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... lead to a solution . Sometimes this probabilistic information does not even appear as numbers in the program that uses it . Many rule - based systems operate by choosing , on each cycle , the first rule that matches . Thus implicit in ...
... lead to a solution . Sometimes this probabilistic information does not even appear as numbers in the program that uses it . Many rule - based systems operate by choosing , on each cycle , the first rule that matches . Thus implicit in ...
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... lead to a set of ad- ditional subgoals . Sometimes it is easy to detect that there is no way that a given set of subgoals can all be satisfied at once . For example , the robot arm cannot be both empty and holding a block . Any path ...
... lead to a set of ad- ditional subgoals . Sometimes it is easy to detect that there is no way that a given set of subgoals can all be satisfied at once . For example , the robot arm cannot be both empty and holding a block . Any path ...
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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