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 34
... single branch of the tree until it yields a solution or until some prespecified depth has been reached and only then go back and explore other branches . This is called depth - first search . The requirement that a control strategy be ...
... single branch of the tree until it yields a solution or until some prespecified depth has been reached and only then go back and explore other branches . This is called depth - first search . The requirement that a control strategy be ...
Página 87
... single path to a goal . Such structures represent the fact that we will know how to get from a node to a goal state if we can discover how to get from that node to a goal state along any one of the branches leaving it . Goal : Acquire ...
... single path to a goal . Such structures represent the fact that we will know how to get from a node to a goal state if we can discover how to get from that node to a goal state along any one of the branches leaving it . Goal : Acquire ...
Página 365
... single summary statistic . Game - playing programs do this in their static evaluation functions , in which a variety of fac- tors , such as piece advantage and mobility , are combined into a single score reflecting the desirability of a ...
... single summary statistic . Game - playing programs do this in their static evaluation functions , in which a variety of fac- tors , such as piece advantage and mobility , are combined into a single score reflecting the desirability of a ...
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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