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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... turn is as follows : turn 1 turn = 2 turn 3 turn 4 turn 5 Go ( 1 ) ( upper left corner ) . If board [ 5 ] is blank , go ( 5 ) , else go ( 1 ) . If board [ 9 ] is blank , go ( 9 ) , else go ( 3 ) . If posswin ( X ) is not 0 , then go ...
... turn is as follows : turn 1 turn = 2 turn 3 turn 4 turn 5 Go ( 1 ) ( upper left corner ) . If board [ 5 ] is blank , go ( 5 ) , else go ( 1 ) . If board [ 9 ] is blank , go ( 9 ) , else go ( 3 ) . If posswin ( X ) is not 0 , then go ...
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Elaine Rich. turn = 6 turn = 7,8 , or 9 If posswin ( O ) is not 0 then go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) is not 0 then go ( posswin ( us ) ) , else if ...
Elaine Rich. turn = 6 turn = 7,8 , or 9 If posswin ( O ) is not 0 then go ( posswin ( O ) ) , else if posswin ( X ) is not 0 then go ( posswin ( x ) ) else go ( make2 ) . If posswin ( us ) is not 0 then go ( posswin ( us ) ) , else if ...
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... turn , he or she will probably make the first of these moves . But then , at our next turn , we might begin an attack somewhere else in the game . The opponent must answer the attack and so cannot complete the piece exchange , but it is ...
... turn , he or she will probably make the first of these moves . But then , at our next turn , we might begin an attack somewhere else in the game . The opponent must answer the attack and so cannot complete the piece exchange , but it is ...
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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