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 8
... winning move . It will be called first to see if we can win and how . If we can , we of course make that move . If we cannot win , we call posswin again to see if the opponent can win on the next move . If the opponent can win , we must ...
... winning move . It will be called first to see if we can win and how . If we can , we of course make that move . If we cannot win , we call posswin again to see if the opponent can win on the next move . If the opponent can win , we must ...
Página 113
... large amounts of knowledge . They were thought to be solvable by straightforward search from the starting state to a winning position . The first of these reasons remains valid and accounts for 113 Chapter 4 Game Playing 1 Overview.
... large amounts of knowledge . They were thought to be solvable by straightforward search from the starting state to a winning position . The first of these reasons remains valid and accounts for 113 Chapter 4 Game Playing 1 Overview.
Página 115
... wins were given an increased weight , while the weights of those that had led to losses were decreased . Unfortunately , deciding which moves have contributed to wins and which to losses is not always easy . Suppose we make a very bad ...
... wins were given an increased weight , while the weights of those that had led to losses were decreased . Unfortunately , deciding which moves have contributed to wins and which to losses is not always easy . Suppose we make a very bad ...
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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