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 131
... A bridge bidding program is described in [ Stanier , 1975 ] . A program to locate missing honors is described in [ Quinlan , 1979 ] . 4.8 EXERCISES 1. Consider the following game tree : 307 B p = 0 347 Max A 1 = 8 3 E 2 = 7 F G HX = 3 J ...
... A bridge bidding program is described in [ Stanier , 1975 ] . A program to locate missing honors is described in [ Quinlan , 1979 ] . 4.8 EXERCISES 1. Consider the following game tree : 307 B p = 0 347 Max A 1 = 8 3 E 2 = 7 F G HX = 3 J ...
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... described in the script have occurred . Slots representing objects that are involved in the events described in the script . The presence of these objects can be inferred even if they are not mentioned explicitly . Slots representing ...
... described in the script have occurred . Slots representing objects that are involved in the events described in the script . The presence of these objects can be inferred even if they are not mentioned explicitly . Slots representing ...
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... described . If classes are described by scoring functions , then concept learning can be done using the technique of coefficient adjustment described in Section 11.4 . If , however , we want to define classes structurally , a new ...
... described . If classes are described by scoring functions , then concept learning can be done using the technique of coefficient adjustment described in Section 11.4 . If , however , we want to define classes structurally , a new ...
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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