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 63
How can the sequences of problem states that arise in a search process be
represented efficiently ? For example , a ... And then we figure out how to
represent sequences of states of the world in a reasonably efficient manner . The
first two of ...
How can the sequences of problem states that arise in a search process be
represented efficiently ? For example , a ... And then we figure out how to
represent sequences of states of the world in a reasonably efficient manner . The
first two of ...
Página 215
The first part shows how the representational formalism can be used to represent
a few example kinds of knowledge . In the second part of each section ,
mechanisms for reasoning with the represented knowledge are discussed .
The first part shows how the representational formalism can be used to represent
a few example kinds of knowledge . In the second part of each section ,
mechanisms for reasoning with the represented knowledge are discussed .
Página 238
of events , as represented in scripts , can be useful in interpreting a particular ,
observed sequence of events . The usefulness of a script in some of these
examples , such as the one in which unobserved events were predicted , is
similar to the ...
of events , as represented in scripts , can be useful in interpreting a particular ,
observed sequence of events . The usefulness of a script in some of these
examples , such as the one in which unobserved events were predicted , is
similar to the ...
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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 |