Machine Intelligence and Robotics: Report of the NASA Study Group : Final Report |
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Page 431
... game tree . From the vertex at the left , representing the present position in a board game , radiate three branches , representing the player's proposed moves . Each of these might be countered by a variety of opponent moves , and so ...
... game tree . From the vertex at the left , representing the present position in a board game , radiate three branches , representing the player's proposed moves . Each of these might be countered by a variety of opponent moves , and so ...
Page 432
... game to permit any learning at all over available time scales . For learning to take place , each play of the game must yield much more information . This is . . . achieved by breaking the problem into components . The unit of success ...
... game to permit any learning at all over available time scales . For learning to take place , each play of the game must yield much more information . This is . . . achieved by breaking the problem into components . The unit of success ...
Page 433
... game ) . Could we assign to each decision element one - millionth of the credit for the completed task ? In certain special situa- tions we can do just this - e.g . , in the machines of Rosenblatt ( 1958 ) , Roberts ( 1960 ) , and ...
... game ) . Could we assign to each decision element one - millionth of the credit for the completed task ? In certain special situa- tions we can do just this - e.g . , in the machines of Rosenblatt ( 1958 ) , Roberts ( 1960 ) , and ...
Page 435
... games , in which the rules are defined with absolute clarity . The " Logic Theory " machine of Newell and Simon ( 1956a , 1957a ) , called " LT " below , was a first attempt to prove theorems in logic , by frankly heuristic methods ...
... games , in which the rules are defined with absolute clarity . The " Logic Theory " machine of Newell and Simon ( 1956a , 1957a ) , called " LT " below , was a first attempt to prove theorems in logic , by frankly heuristic methods ...
Page 439
... game - playing and learning machines ] to play a variant of the game marketed as " Hex " ( and known among mathematicians as " Nash " ) . The initial board position can be represented as a certain network of resistors . ( See Fig . 11 ...
... game - playing and learning machines ] to play a variant of the game marketed as " Hex " ( and known among mathematicians as " Nash " ) . The initial board position can be represented as a certain network of resistors . ( See Fig . 11 ...
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algorithms Allen Newell analysis applications areas Artificial Intelligence automated basic behavior capabilities centers chess complex computer science computer systems concept Conf construction cost DENDRAL devices discussion domain elements engineering environment example existing experience exploration Feigenbaum Figure functions GAME goal hardware heuristic programming heuristic search human hypotheses ill-structured problems inference information processing input intelligence and robotics interaction knowledge logic machine intelligence man-machine systems manipulators Marvin Minsky mathematical mechanisms memory ment methods Minsky mission operations MYCIN NASA NASA's Natural Language Newell Papers 3d Intl pattern recognition performance planetary planning problem solving problem space problem statement Proc procedure processor Project Project MAC PSYC psychology representation rover rules sensors sequence Simon simplex method solution solver space missions spacecraft specific Stanford Research Institute Stanford Univ structure Study Group subproblems symbolic task Tech techniques TEIRESIAS teleoperator theory tion