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 48
... proof and check it to make sure it is correct . Alternatively , finding a proof of the theorem might be sufficiently difficult that the program does not know where to start . At the moment , people are still better at doing the high ...
... proof and check it to make sure it is correct . Alternatively , finding a proof of the theorem might be sufficiently difficult that the program does not know where to start . At the moment , people are still better at doing the high ...
Página 148
... proofs such as these may not be easy . In the next section , we will introduce a proof procedure called resolution that reduces some of the complexity because it operates on statements that have first been converted to a single ...
... proofs such as these may not be easy . In the next section , we will introduce a proof procedure called resolution that reduces some of the complexity because it operates on statements that have first been converted to a single ...
Página 180
... proofs that depend on it must be thrown away , then all proofs that depend on the statements whose proofs have just been discarded ( and for which no other proof can be found ) must be thrown away , and so forth . In designing ...
... proofs that depend on it must be thrown away , then all proofs that depend on the statements whose proofs have just been discarded ( and for which no other proof can be found ) must be thrown away , and so forth . In designing ...
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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