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 57
... Goal 1 2 3 164 8 4 7 5 7 6 5 Figure 3-2 : An Example of the 8 - Puzzle Reason backward from the goal states . Begin building a tree of move se- quences that might be solutions by starting with the goal configuration ( s ) at the root of ...
... Goal 1 2 3 164 8 4 7 5 7 6 5 Figure 3-2 : An Example of the 8 - Puzzle Reason backward from the goal states . Begin building a tree of move se- quences that might be solutions by starting with the goal configuration ( s ) at the root of ...
Página 260
... goal that is then at the top of the stack is explored and an at- tempt is made to satisfy it , starting from the situation that was produced as a result of satisfying the first goal . This process continues until the goal stack is empty ...
... goal that is then at the top of the stack is explored and an at- tempt is made to satisfy it , starting from the situation that was produced as a result of satisfying the first goal . This process continues until the goal stack is empty ...
Página 270
... goals in the goal set require things of each of the three available blocks that preclude their being held . A must be on the table and B must be on C. Thus for any binding of a block to x , a con- tradiction will arise . So both of ...
... goals in the goal set require things of each of the three available blocks that preclude their being held . A must be on the table and B must be on C. Thus for any binding of a block to x , a con- tradiction will arise . So both of ...
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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