## Artificial Intelligence: The Heuristic Programming Approach |

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### Contents

THE HEURISTIC PROGRAMMING APPROACH | 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 axioms bananas box's place breadth-first checker chess chess problems clause coefficient vector dawg depth-first minimax procedure described disjunctive E E E E E E E E E E E E Edward Feigenbaum EE EE 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 John McCarthy kahr kalah knight problem learning literal match mathematical mathematical logic method monkey task monkey's place multipurpose node obtained 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 untried goal untried proposition w,n-half-space problem