## Artificial Intelligence: The Heuristic Programming Approach |

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### Contents

PREFACE | 1 |

PROGRAMS THAT PLAY CHECKERS KALAH AND CHESS | 11 |

PROGRAMS FOR FIVEINAROW QUBIC AND CARD GAMES | 36 |

Copyright | |

11 other sections not shown

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### Common terms and phrases

2-clause achieved alpha-beta procedure Artificial Intelligence assembly line 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 EB EB EB 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 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 solution solve stimulus strategy subgoal successors Table task environment termination criteria top goal transformations unit untried goal untried proposition