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 18
... developed by Frank Rosenblatt but best described in [ Minsky , 1972 ] , and Design for a Brain [ Ashby , 1952 ] . But it proved impos- sible to produce even minimally intelligent behavior with such simple devices . Modern interest in ...
... developed by Frank Rosenblatt but best described in [ Minsky , 1972 ] , and Design for a Brain [ Ashby , 1952 ] . But it proved impos- sible to produce even minimally intelligent behavior with such simple devices . Modern interest in ...
Página 51
... developed for these problems have become the core of systems that solve very nontoy problems . So think about these problems not as defining the scope of A.I. but rather as providing a core from which much more has developed . The ...
... developed for these problems have become the core of systems that solve very nontoy problems . So think about these problems not as defining the scope of A.I. but rather as providing a core from which much more has developed . The ...
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... developed for this problem can be divided into the following four classes : • Semantic grammars , which combine all types of knowledge , both syntactic and semantic , into a single set of rules in the form of a grammar . • Case grammars ...
... developed for this problem can be divided into the following four classes : • Semantic grammars , which combine all types of knowledge , both syntactic and semantic , into a single set of rules in the form of a grammar . • Case grammars ...
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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