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 218
6 , in which their use by a program ( Winston , 1975a ) that learns structural
descriptions of concepts is described . Reasoning ... difference between a
concept ( such as GAME or GIVE ) and instances of that concept ( such as G23 or
EV7 ) .
6 , in which their use by a program ( Winston , 1975a ) that learns structural
descriptions of concepts is described . Reasoning ... difference between a
concept ( such as GAME or GIVE ) and instances of that concept ( such as G23 or
EV7 ) .
Página 370
This task of constructing class definitions is called concept learning . The
techniques used for this task must , of course , depend on the way that classes (
concepts ) are to be described . If classes are described by scoring functions ,
then ...
This task of constructing class definitions is called concept learning . The
techniques used for this task must , of course , depend on the way that classes (
concepts ) are to be described . If classes are described by scoring functions ,
then ...
Página 383
Another way to derive prime numbers is to use the following two rules : • If there is
a strong analogy between A and B but there is a conjecture about A that does not
hold for all elements of B , define a new concept that includes the elements of ...
Another way to derive prime numbers is to use the following two rules : • If there is
a strong analogy between A and B but there is a conjecture about A that does not
hold for all elements of B , define a new concept that includes the elements of ...
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Contenido
PART ONE PROBLEM SOLVING | 23 |
Basic Problem Solving Methods | 55 |
Chapter 7 | 103 |
Derechos de autor | |
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Términos y frases comunes
additional algorithm already answer appear applied approach appropriate attempt better block called Chapter choose clauses combined complete concept consider contains dependency described determine discussed domain example exists exploit explore fact Figure frame function given goal graph heuristic important indicates input interpretation involved John kinds knowledge known labelings language learning logic look Marcus match means methods move necessary node objects occur operators particular path performed play position possible predicate present problem procedure produce proof prove question reasoning representation represented resolution result rules satisfy semantic sentence shown in Figure shows simple single situation solution solve space specific statements step structure substitution Suppose task techniques theorem things tion tree true understanding variable 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 |