Heuristic Programming in Artificial Intelligence 3
Author: Victor Allis
Publisher: Prentice Hall
Published: 1992
Total Pages: 296
ISBN-13:
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Author: Victor Allis
Publisher: Prentice Hall
Published: 1992
Total Pages: 296
ISBN-13:
DOWNLOAD EBOOKAuthor: Judea Pearl
Publisher: Addison Wesley Publishing Company
Published: 1984
Total Pages: 406
ISBN-13:
DOWNLOAD EBOOKProblem-solving strartegies and the nature of Heuristic informatio n.Heuristics and problem representations. Basic Heuristic-Search procedures. Formal properties of Heuristic methods. Heuristics viewed as information provided by simplified models. Performance analysis of Heuristic methods. Abstract models for quantitative performace analysis. Complexity versus precision of admissible Heuristics. Searching with nonadmissible Heuristics. Game-playing programs. Strategies and models for game-playing programs. Performace analysis for game-searching strategies. Decision quality in game searching. Bibliography. Index.
Author: David N. L. Levy
Publisher: Wiley-Blackwell
Published: 1989
Total Pages: 296
ISBN-13:
DOWNLOAD EBOOKAuthor: Norman Foo
Publisher: Springer
Published: 2007-12-07
Total Pages: 518
ISBN-13: 3540466959
DOWNLOAD EBOOKThe 12th Australian Joint Conference on Artificial Intelligence (AI'QQ) held in Sydney, Australia, 6-10 December 1999, is the latest in a series of annual re gional meetings at which advances in artificial intelligence are reported. This series now attracts many international papers, and indeed the constitution of the program committee reflects this geographical diversity. Besides the usual tutorials and workshops, this year the conference included a companion sympo sium at which papers on industrial appUcations were presented. The symposium papers have been published in a separate volume edited by Eric Tsui. Ar99 is organized by the University of New South Wales, and sponsored by the Aus tralian Computer Society, the Commonwealth Scientific and Industrial Research Organisation (CSIRO), Computer Sciences Corporation, the KRRU group at Griffith University, the Australian Artificial Intelligence Institute, and Neuron- Works Ltd. Ar99 received over 120 conference paper submissions, of which about o- third were from outside Australia. Prom these, 39 were accepted for regular presentation, and a further 15 for poster display. These proceedings contain the full regular papers and extended summaries of the poster papers. All papers were refereed, mostly by two or three reviewers selected by members of the program committee, and a list of these reviewers appears later. The technical program comprised two days of workshops and tutorials, fol lowed by three days of conference and symposium plenary and paper sessions.
Author: Jonathan Schaeffer
Publisher: Springer Science & Business Media
Published: 2013-03-09
Total Pages: 511
ISBN-13: 147572733X
DOWNLOAD EBOOKThis extraordinary book tells of the creation of the world-class checkers computer program, Chinook. From its beginnings in 1988, Chinook became a worthy opponent to the world champion and by 1992 had defeated all the worlds top human players. In his fascinating account, Jonathan Schaeffer, the originator and leader of the Chinook team, provides an engrossing story of failures and successes. He describes the human story behind Chinook and his own feelings in his continuous effort to improve the programs performance. We follow the development of Chinook from an innocent question asked over lunch, through to the final match against the then world champion, Marion Tinsley. As the story unfolds, readers are introduced to the rules of checkers and the basics of computer game programs, as well as to the key figures in the story. The culmination of this new edition expounds upon checker finally perfected and solved by Chinook ten years after the story was originally told.
Author: James R. Slagle
Publisher:
Published: 1971
Total Pages: 216
ISBN-13:
DOWNLOAD EBOOK"This book consists of an organized description of "intelligent" machines. The book is primarily a textbook for undergraduate and graduate student s of computer science in general, and artificial intelligence in particular."--Preface
Author: Paul R. Cohen
Publisher: Butterworth-Heinemann
Published: 2014-06-05
Total Pages: 659
ISBN-13: 1483214397
DOWNLOAD EBOOKThe Handbook of Artificial Intelligence, Volume I focuses on the progress in artificial intelligence (AI) and its increasing applications, including parsing, grammars, and search methods. The book first elaborates on AI, AI handbook and literature, problem representation, search methods, and sample search programs. The text then ponders on representation of knowledge, including survey of representation techniques and representation schemes. The manuscript explores understanding natural languages, as well as machine translation, grammars, parsing, test generation, and natural language processing systems. The book also takes a look at understanding spoken language, including systems architecture and the ARPA SUR projects. The text is a valuable source of information for computer science experts and researchers interested in pursuing further research in artificial intelligence
Author: J. Schaeffer
Publisher: Elsevier
Published: 2002-04-17
Total Pages: 371
ISBN-13: 0080929915
DOWNLOAD EBOOKOne of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the definitive source for material of high-performance game-playing programs.
Author: Jonathan Schaeffer
Publisher: Springer
Published: 2003-11-20
Total Pages: 442
ISBN-13: 3540400311
DOWNLOAD EBOOKThe Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
Author: Leveen Kanal
Publisher: Springer Science & Business Media
Published: 2012-12-06
Total Pages: 491
ISBN-13: 1461387884
DOWNLOAD EBOOKSearch is an important component of problem solving in artificial intelligence (AI) and, more generally, in computer science, engineering and operations research. Combinatorial optimization, decision analysis, game playing, learning, planning, pattern recognition, robotics and theorem proving are some of the areas in which search algbrithms playa key role. Less than a decade ago the conventional wisdom in artificial intelligence was that the best search algorithms had already been invented and the likelihood of finding new results in this area was very small. Since then many new insights and results have been obtained. For example, new algorithms for state space, AND/OR graph, and game tree search were discovered. Articles on new theoretical developments and experimental results on backtracking, heuristic search and constraint propaga tion were published. The relationships among various search and combinatorial algorithms in AI, Operations Research, and other fields were clarified. This volume brings together some of this recent work in a manner designed to be accessible to students and professionals interested in these new insights and developments.