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 74
... four cubes , each of whose sides is painted one of four colors . A solution to the puzzle consists of an arrangement of the cubes in a row such that on all four sides of the row one block face of each color is showing . This problem can ...
... four cubes , each of whose sides is painted one of four colors . A solution to the puzzle consists of an arrangement of the cubes in a row such that on all four sides of the row one block face of each color is showing . This problem can ...
Página 352
... four labels that can be attached to a given line . We will use the conventions shown in Figure 10-9 to show line labelings . To illustrate these labelings , Figure 10-10 shows the drawing of Figure 10-6 with each of its lines correctly ...
... four labels that can be attached to a given line . We will use the conventions shown in Figure 10-9 to show line labelings . To illustrate these labelings , Figure 10-10 shows the drawing of Figure 10-6 with each of its lines correctly ...
Página 354
... four types of lines might combine with other lines at a vertex . Since an L vertex involves two lines , each of which can have four labels , there must be sixteen ways it could be formed . FORKS , Ts , and ARROWS involve three lines ...
... four types of lines might combine with other lines at a vertex . Since an L vertex involves two lines , each of which can have four labels , there must be sixteen ways it could be formed . FORKS , Ts , and ARROWS involve three lines ...
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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