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 8
An integer indicating which move of the game is about to be played ; 1 indicates
the first move , 9 the last . Turn The Algorithm The main algorithm will need to use
three subprocedures : Make2 Posswin ( p ) Tries to make 2 in a row . It first tries ...
An integer indicating which move of the game is about to be played ; 1 indicates
the first move , 9 the last . Turn The Algorithm The main algorithm will need to use
three subprocedures : Make2 Posswin ( p ) Tries to make 2 in a row . It first tries ...
Página 118
Suppose we made move B . Then the opponent must choose among moves E , F
, and G . The opponent ' s goal is to ... so he or she can be expected to choose
move F . This means that if we make move B , the actual position in which we will
...
Suppose we made move B . Then the opponent must choose among moves E , F
, and G . The opponent ' s goal is to ... so he or she can be expected to choose
move F . This means that if we make move B , the actual position in which we will
...
Página 129
For example , suppose that we initiate a piece exchange in which it will take the
opponent two moves to capture our piece . ... It may make a move look very good
and so be chosen , despite the fact that the move might be just as good , or ...
For example , suppose that we initiate a piece exchange in which it will take the
opponent two moves to capture our piece . ... It may make a move look very good
and so be chosen , despite the fact that the move might be just as good , or ...
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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 |