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 42
... backtrack past those moves one at a time during the planning process . Thus a control structure that allows backtracking will be necessary . However , in games other than the 8 - puzzle , this planning process may not be possible ...
... backtrack past those moves one at a time during the planning process . Thus a control structure that allows backtracking will be necessary . However , in games other than the 8 - puzzle , this planning process may not be possible ...
Página 311
... backtracking - Follow only one path at a time , but record , at every choice point , the information that is necessary to make another choice if the chosen path fails to lead to a complete interpretation of the sentence . In this ...
... backtracking - Follow only one path at a time , but record , at every choice point , the information that is necessary to make another choice if the chosen path fails to lead to a complete interpretation of the sentence . In this ...
Página 403
... backtracking ) , sprout ( for parallelism )。 PLANNER : recursion , backtracking via goals o KRL : INTERLISP , agendas o PROLOG : recursion , backtracking via goals Interactiveness 。 LISP : yes o INTERLISP : yes , DWIM , PROGRAMMER'S ...
... backtracking ) , sprout ( for parallelism )。 PLANNER : recursion , backtracking via goals o KRL : INTERLISP , agendas o PROLOG : recursion , backtracking via goals Interactiveness 。 LISP : yes o INTERLISP : yes , DWIM , PROGRAMMER'S ...
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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