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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... object Get object on object Get arm empty Be holding object ✓ ✓ ✓ Figure 3-25 : A Difference Table Consider a simple household robot domain . The available operators are shown in Figure 3-24 , along with their preconditions and ...
... object Get object on object Get arm empty Be holding object ✓ ✓ ✓ Figure 3-25 : A Difference Table Consider a simple household robot domain . The available operators are shown in Figure 3-24 , along with their preconditions and ...
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... object ( e.g. , go ) Application of physical force to an object ( e.g. , push ) Movement of a body part by its owner ( e.g. , kick ) ATRANS PTRANS PROPEL MOVE GRASP Grasping of an object by an actor ( e.g. , throw ) INGEST EXPEL cry ...
... object ( e.g. , go ) Application of physical force to an object ( e.g. , push ) Movement of a body part by its owner ( e.g. , kick ) ATRANS PTRANS PROPEL MOVE GRASP Grasping of an object by an actor ( e.g. , throw ) INGEST EXPEL cry ...
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... object x for some purpose , it is necessary to satisfy , in order , the subgoals of knowing where the object is , being near the object , having control over the object , having the object ready for use , and then doing the desired ...
... object x for some purpose , it is necessary to satisfy , in order , the subgoals of knowing where the object is , being near the object , having control over the object , having the object ready for use , and then doing the desired ...
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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