Principles of Artificial IntelligenceA classic introduction to artificial intelligence intended to bridge the gap between theory and practice, Principles of Artificial Intelligence describes fundamental AI ideas that underlie applications such as natural language processing, automatic programming, robotics, machine vision, automatic theorem proving, and intelligent data retrieval. Rather than focusing on the subject matter of the applications, the book is organized around general computational concepts involving the kinds of data structures used, the types of operations performed on the data structures, and the properties of the control strategies used. Principles of Artificial Intelligenceevolved from the author's courses and seminars at Stanford University and University of Massachusetts, Amherst, and is suitable for text use in a senior or graduate AI course, or for individual study. |
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Page 113
... game . The application of these rules to the initial database and to its successors , and so on , generates what is called a game graph or tree . We can illustrate these ideas using a simple game called " Grundy's game . " The rules of the ...
... game . The application of these rules to the initial database and to its successors , and so on , generates what is called a game graph or tree . We can illustrate these ideas using a simple game called " Grundy's game . " The rules of the ...
Page 115
... a static evaluation function to the leaf nodes of the search graph . The evaluation function measures the " worth " of a leaf node position . The measurement is based on various features thought to influence this 115 SEARCHING GAME TREES.
... a static evaluation function to the leaf nodes of the search graph . The evaluation function measures the " worth " of a leaf node position . The measurement is based on various features thought to influence this 115 SEARCHING GAME TREES.
Page 116
... game trees to adopt the convention that game positions favorable to MAX ... tree . ) We assume that were MAX to choose among tip nodes , he would choose ... game tree and therefore depend on features occurring nearer the end of the game ...
... game trees to adopt the convention that game positions favorable to MAX ... tree . ) We assume that were MAX to choose among tip nodes , he would choose ... game tree and therefore depend on features occurring nearer the end of the game ...
Contents
PROLOGUE | 1 |
PRODUCTION SYSTEMS AND AI | 17 |
SEARCH STRATEGIES FOR | 53 |
Copyright | |
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Common terms and phrases
achieve actions algorithm AND/OR graph answer applied arcs Artificial Intelligence assume attempt backtracking backward block called chapter clause CLEAR CLEAR(C complete component condition consider consistent contains control strategy corresponding cost database deduction Deleters described direction discussed evaluation example expression F-rule fact Figure formula function given global database goal goal stack goal wff HANDEMPTY heuristic important initial involves JOHN knowledge labeled language literals logic match methods move namely node Note obtained occur ONTABLE(A operation path possible precondition predicate calculus problem procedure production system proof prove quantified reasoning refutation represent representation resolution result robot rule satisfied selected sequence shown in Figure simple solution graph solve specify statement step STRIPS structure subgoal substitutions successors Suppose symbols termination theorem unifying unit University variables