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Chapter 1J THE HEURISTIC PROGRAMMING APPROACH
PROGRAMS THAT PLAY CHECKERS KALAH AND CHESS
PROGRAMS FOR F1VEINAROW QUBIC AND CARD GAMES
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2-clause achieved alpha-beta procedure answer 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 Edward Feigenbaum EPAM error rate evaluation function example experiments force a win forward pruning 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 move 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 untried goal untried proposition w,«-half-space problem