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 129
... situations in which a move that is guaranteed to be good for us can be found . But , as suggested in [ Berliner , 1977 ] , in a losing situation it might be better to take the risk that the opponent will make a mistake . Suppose we must ...
... situations in which a move that is guaranteed to be good for us can be found . But , as suggested in [ Berliner , 1977 ] , in a losing situation it might be better to take the risk that the opponent will make a mistake . Suppose we must ...
Página 232
... situation requires building descriptions of the situation's components . The information as- sociated with the slots of the frame for the situation can be used as advice on how to build those component descriptions . • Frames describe ...
... situation requires building descriptions of the situation's components . The information as- sociated with the slots of the frame for the situation can be used as advice on how to build those component descriptions . • Frames describe ...
Página 363
... situation . ) When it could search no farther , it applied its static evaluation function to the board position and ... situation is shown in Figure 11-1 ( a ) . Now suppose that in a later game , the situation shown in Figure 11-1 ( b ) ...
... situation . ) When it could search no farther , it applied its static evaluation function to the board position and ... situation is shown in Figure 11-1 ( a ) . Now suppose that in a later game , the situation shown in Figure 11-1 ( b ) ...
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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