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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... Perceptrons , MIT Press , Cambridge , Mass . , 1972 . Minsky , M. , " A Framework for Representing Knowledge , " in The Psychology of Computer Vision , P. Winston ( Ed . ) , McGraw - Hill , New York , 1975 . Minsky , M. , " K - Lines ...
... Perceptrons , MIT Press , Cambridge , Mass . , 1972 . Minsky , M. , " A Framework for Representing Knowledge , " in The Psychology of Computer Vision , P. Winston ( Ed . ) , McGraw - Hill , New York , 1975 . Minsky , M. , " K - Lines ...
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... Perceptron , a Probabilistic Model for Information Organization and Storage in the Brain , " Psychological Review , Vol . 65 , pp . 368-408 , 1958 . Sacerdoti , E. D. , " Planning in a Hierarchy of Abstraction Spaces , " Artificial ...
... Perceptron , a Probabilistic Model for Information Organization and Storage in the Brain , " Psychological Review , Vol . 65 , pp . 368-408 , 1958 . Sacerdoti , E. D. , " Planning in a Hierarchy of Abstraction Spaces , " Artificial ...
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... Perceptrons 17 , 363 Performance analysis 102 Physical symbol system 3 Pixels 349 Plan revision 42 Plan - generate - test 74 Planboxes 331 PLANNER 60 , 240 , 392 , 396 Planning 42 , 74 , 241 , 247 Plans 331 Plateaux 76 Plausible - move ...
... Perceptrons 17 , 363 Performance analysis 102 Physical symbol system 3 Pixels 349 Plan revision 42 Plan - generate - test 74 Planboxes 331 PLANNER 60 , 240 , 392 , 396 Planning 42 , 74 , 241 , 247 Plans 331 Plateaux 76 Plausible - move ...
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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