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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Program 3 Data Structures Board position A structure containing a nine - element
vector representing the board , a list of board positions that could result from the
next move , and a number representing an estimate of how likely the board ...
Program 3 Data Structures Board position A structure containing a nine - element
vector representing the board , a list of board positions that could result from the
next move , and a number representing an estimate of how likely the board ...
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The starting position can be described as an 8by - 8 array , where each position
contains a symbol standing for the appropriate piece in the official . chess
opening position . We can define as our goal any board position in which the
opponent ...
The starting position can be described as an 8by - 8 array , where each position
contains a symbol standing for the appropriate piece in the official . chess
opening position . We can define as our goal any board position in which the
opponent ...
Página 124
With these observations , we are in a position to describe the operation of the
function MINIMAX - A - B , which will require four arguments , POSITION , DEPTH
, USE - THRESH , and PASS - THRESH . The initial call , to choose a move from
...
With these observations , we are in a position to describe the operation of the
function MINIMAX - A - B , which will require four arguments , POSITION , DEPTH
, USE - THRESH , and PASS - THRESH . The initial call , to choose a move from
...
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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 |