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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... Go ( n ) Tries to make 2 in a row . It first tries to play in the center . If it cannot do that , it tries the various noncorner squares . Returns 0 if player p cannot win on his next move ; otherwise , it returns the number of the ...
... Go ( n ) Tries to make 2 in a row . It first tries to play in the center . If it cannot do that , it tries the various noncorner squares . Returns 0 if player p cannot win on his next move ; otherwise , it returns the number of the ...
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... go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) ... player , of the squares in which he or she has played . To check for a possible win for one player , we consider each ...
... go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) ... player , of the squares in which he or she has played . To check for a possible win for one player , we consider each ...
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... playing by machine . Unfortunately , the second is not true for any but the simplest games . For example , consider chess . • The average branching factor is around 35 . • In an average game , each player ... go - playing programs [ Benson ...
... playing by machine . Unfortunately , the second is not true for any but the simplest games . For example , consider chess . • The average branching factor is around 35 . • In an average game , each player ... go - playing programs [ Benson ...
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A.I. programs algorithm answer applied approach appropriate arcs ARMEMPTY backtracking best-first search blocks world branching factor breadth-first search Caesar Chapter chess clauses CLEAR(A complete concept conceptual dependency consider constraint contains database described discussed domain example expert systems exploit explore fact frame game tree given grammar graph heuristic function important input INTERLISP ISA links John knowledge representation labelings learning LISP Marcus match minimax move MTRANS MYCIN node objects ON(B operators parsing particular path performed possible preconditions predicate logic probabilistic problem problem-solving produce production systems PROLOG propositional logic question reasoning representing knowledge resolution rules satisfied script search procedure search process Section semantic net semantic nets sentence shown in Figure simple situation slots solution solve specific statements step strategy structure successors Suppose syntactic task techniques theorem things tion tree true understanding UNSTACK variable variety vertex