What people are saying - Write a review
We haven't found any reviews in the usual places.
THE HEURISTIC PROGRAMMING APPROACH
PROGRAMS THAT PLAY CHECKERS KALAH AND CHESS
PROGRAMS FOR FIVEINAROW QUBIC AND CARD GAMES
11 other sections not shown
Other editions - View all
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