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 27
... space , where each state corresponds to a legal position of the board . We can then play chess by starting at an initial state , using a set of rules to move from one state to another , and attempting to end up in one of a set of final ...
... space , where each state corresponds to a legal position of the board . We can then play chess by starting at an initial state , using a set of rules to move from one state to another , and attempting to end up in one of a set of final ...
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... space representation . But we have said nothing about how we constructed that representation . How might we design a ... SPACES CHAP . 2 Chapter 2 Problems and Problem Spaces.
... space representation . But we have said nothing about how we constructed that representation . How might we design a ... SPACES CHAP . 2 Chapter 2 Problems and Problem Spaces.
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... spaces are related hierarchically to each other , as shown in the figure by heavy arrows . Whenever one space is in focus , elements of the spaces above it in the hierarchy can also be viewed . Notice that focus spaces make it possible ...
... spaces are related hierarchically to each other , as shown in the figure by heavy arrows . Whenever one space is in focus , elements of the spaces above it in the hierarchy can also be viewed . Notice that focus spaces make it possible ...
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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