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 101
... object Get object on object Get arm empty Be holding object Figure 3-25 : A Difference Table Consider a simple household robot domain . The available operators are shown in Figure 3-24 , along with their preconditions and results ...
... object Get object on object Get arm empty Be holding object Figure 3-25 : A Difference Table Consider a simple household robot domain . The available operators are shown in Figure 3-24 , along with their preconditions and results ...
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... object a property list , which is a list of ( attribute , value ) pairs . The only way information can be retrieved is to specify the object and the at- tribute and have the value returned . This is the approach taken in LISP [ Winston ...
... object a property list , which is a list of ( attribute , value ) pairs . The only way information can be retrieved is to specify the object and the at- tribute and have the value returned . This is the approach taken in LISP [ Winston ...
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... object ( e.g. , go ) Application of physical force to an object ( e.g. , push ) Movement of a body part by its owner ( e.g. , kick ) Ingesting of an object by an animal ( e.g. , eat ) PROPEL MOVE GRASP Grasping of an object by an actor ...
... object ( e.g. , go ) Application of physical force to an object ( e.g. , push ) Movement of a body part by its owner ( e.g. , kick ) Ingesting of an object by an animal ( e.g. , eat ) PROPEL MOVE GRASP Grasping of an object by an actor ...
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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