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 26
... rules can be written . For example , we could write a rule such as that shown in Figure 2-1 . However , if we write rules like the one above , we will have to write a very large number of them since there will have to be a separate rule ...
... rules can be written . For example , we could write a rule such as that shown in Figure 2-1 . However , if we write rules like the one above , we will have to write a very large number of them since there will have to be a separate rule ...
Página 66
... rules . All the rules that describe a given board position will be stored under the same key and so will be found together . Unfortunately , this simple indexing scheme only works because preconditions of rules match exact board ...
... rules . All the rules that describe a given board position will be stored under the same key and so will be found together . Unfortunately , this simple indexing scheme only works because preconditions of rules match exact board ...
Página 69
... rules had no left side , so the rule could apply anywhere . These rules were used if no other rules matched and they generated replies such as " Tell me more about that . " Notice that the rules themselves cause a form of approximate ...
... rules had no left side , so the rule could apply anywhere . These rules were used if no other rules matched and they generated replies such as " Tell me more about that . " Notice that the rules themselves cause a form of approximate ...
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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