Artificial Intelligence |
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Page 31
... Chess Moves 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 states . This state space representation seems natural for chess ...
... Chess Moves 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 states . This state space representation seems natural for chess ...
Page 324
... Chess Research on computer chess actually predates the field we call artificial intelligence . Shannon [ 1950 ] was the first to propose a method for automating the game , and two early chess programs were written by Greenblatt et al ...
... Chess Research on computer chess actually predates the field we call artificial intelligence . Shannon [ 1950 ] was the first to propose a method for automating the game , and two early chess programs were written by Greenblatt et al ...
Page 325
... chess . Human go players make up for their inability to search deeply by using a great deal of knowledge about the game . It is probable that go - playing programs must also be knowledge - based , since today's brute - force programs ...
... chess . Human go players make up for their inability to search deeply by using a great deal of knowledge about the game . It is probable that go - playing programs must also be knowledge - based , since today's brute - force programs ...
Contents
5 | 24 |
Heuristic Search Techniques | 63 |
Knowledge Representation Issues | 105 |
Copyright | |
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Abbott agents algorithm answer apply approach ARMEMPTY assertions attributes axioms backpropagation backtracking backward belief best-first search breadth-first search Caesar called Chapter chess clauses complete concept conceptual dependency consider constraints contains contradiction corresponding define depth-first depth-first search described discussed domain fact frame function game tree goal grammar graph heuristic Horn clauses important inference inheritance input instance interpretation isa links John justification knowledge base knowledge representation labeled learning Marcus match minimax move MYCIN natural language node object ON(B operators output parsing particular path perceptron perform players possible preconditions predicate logic problem problem-solving procedure produce PROLOG properties represent result robot rules script Section semantic semantic net sentence shown in Figure simple slot solution solve specific step structure Suppose syntactic task techniques theorem things tree truth maintenance system understanding variables version space