Artificial Intelligence |
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Page 310
... move can be chosen . But because of their adversarial nature , this procedure is inadequate for two - person games such as chess . As values are passed back up , different assumptions must be made at levels where the program chooses the ...
... move can be chosen . But because of their adversarial nature , this procedure is inadequate for two - person games such as chess . As values are passed back up , different assumptions must be made at levels where the program chooses the ...
Page 321
... Moves For complicated games taken as wholes , it is , of course , not feasible to select a move by simply looking up the current game configuration in a catalogue and extracting the correct move . The catalogue would be immense and no ...
... Moves For complicated games taken as wholes , it is , of course , not feasible to select a move by simply looking up the current game configuration in a catalogue and extracting the correct move . The catalogue would be immense and no ...
Page 438
... move b and Q makes move d . On the other hand , Q comes out best if P makes move a and Q makes move c . Of course , no one of the agents can force such a dual move . Each must make its own decision independently . In this case , for ...
... move b and Q makes move d . On the other hand , Q comes out best if P makes move a and Q makes move c . Of course , no one of the agents can force such a dual move . Each must make its own decision independently . In this case , for ...
Contents
Weak SlotandFiller Structures | 9 |
6 | 24 |
Heuristic Search Techniques | 63 |
Copyright | |
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Abbott algorithm answer apply approach Artificial Intelligence assertions attributes axioms backpropagation backtracking backward backward reasoning belief best-first search breadth-first search Cabot Caesar Chapter clauses concept consider constraints contains contexts contradiction corresponding define depth-first depth-first search described discussed domain example explicitly fact given goal graph heuristic heuristic function Horn clauses important inference inheritance input instance interpretation justification knowledge base knowledge representation labeled learning logical assertions Marcus match move MYCIN node nonmonotonic reasoning object operators particular path perceptron possible preconditions predicate logic problem problem-solving procedure produce production system PROLOG propagation propositional logic question represent resolution result robot rules Section semantic semantic net sentence shown in Figure simple slot solution solve space specific statements step strategy structure Suppose suspect syntactic task techniques theorem things tree true truth maintenance system variables wff's