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 9
... player , we consider each pair of squares that that player owns . Compute the difference between 15 and the sum of the two squares . If this difference is not positive or if it is greater than 9 , then the original two squares were not ...
... player , we consider each pair of squares that that player owns . Compute the difference between 15 and the sum of the two squares . If this difference is not positive or if it is greater than 9 , then the original two squares were not ...
Página 121
... players , it is also necessary to modify the branch - and - bound strategy to include two bounds , one for each of the ... player ) . But we also know that we are guaranteed a score of 3 or greater at node A , which we can achieve if we ...
... players , it is also necessary to modify the branch - and - bound strategy to include two bounds , one for each of the ... player ) . But we also know that we are guaranteed a score of 3 or greater at node A , which we can achieve if we ...
Página 122
... player already knows not to choose to move to C and then to I since if that move is made , the resulting score will ... player whose turn it is at node C is trying to minimize . So this player will not choose G , which would lead to a ...
... player already knows not to choose to move to C and then to I since if that move is made , the resulting score will ... player whose turn it is at node C is trying to minimize . So this player will not choose G , which would lead to a ...
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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