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THE HEURISTIC PROGRAMMING APPROACH
PROGRAMS THAT PLAY CHECKERS KALAH AND CHESS
PROGRAMS FOR FIVEINAROW QUBIC AND CARD GAMES
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2-clause achieved alpha-beta procedure Artificial Intelligence axioms bananas behavior box's place breadth-first chapter checker chess chess problems clause coefficient vector dawg depth depth-first minimax procedure described DESIRED OBJ disjunctive Edward Feigenbaum EPAM error rate evaluation function example experiments force a win game tree given go to step goal tree half-space half-space problem Herbert Simon heuristic programs human image list indefinite integration INITIAL OBJ intelligent machines John McCarthy kahr kalah knight problem learning literal match mathematical mathematical logic method monkey task monkey's place multipurpose node obtained optimal perform phonemic plausibility player position predicate calculus problem-solving programs that play proof propositional calculus qubic resolution principle response search procedure selected goal self-merit shallow search shown in Figure Slagle solution solve square stimulus strategy subgoal successors Table task environment termination criteria top goal transformations unit untried goal untried proposition variables w,«-half-space problem