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9783540186656: A Theory of Heuristic Information in Game-Tree Search

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Searching is an important process in most AI systems, especially in those AI production systems consisting of a global database, a set of production rules, and a control system. Because of the intractability of uninformed search procedures, the use of heuristic information is necessary in most searching processes of AI systems. This important concept of heuristic informatioD is the central topic of this book. We first use the 8-puzzle and the game tic-tac-toe (noughts and crosses) as examples to help our discussion. The 8-puzzle consists of eight numbered movable tiles set in a 3 x 3 frame. One cell of the frame is empty so that it is possible to move an adjacent numbered tile into the empty cell. Given two tile configurations, initial and goal, an 8-puzzle problem consists of changing the initial configuration into the goal configuration, as illustrated in Fig. 1.1. A solution to this problem is a sequence of moves leading from the initial configuration to the goal configuration, and an optimal solution is a solution having the smallest number of moves. Not all problems have solutions; for example, in Fig. 1.1, Problem 1 has many solutions while Problem 2 has no solution at all.

Reseña del editor

This book presents the use of imperfect information (called heuristic information) in game-tree search. Its purpose is to investigate the theoretical background of the use of heuristic information in game-tree search. Computer programs playing games usually search the game-tree to a reasonable depth with a static evaluation function and make decisions based upon backed-up values. Since the information in either the backed-up values or the values returned directly by the static evaluation function is often imperfect, decision making is usually not optimal. Also, pathological cases show why intuition about game-tree search is not always correct. This book introduces a mathematical formulation of heuristic information and a theoretical model of game-tree search. In this model, notions of game-tree search are formulated in mathematical terms and a sound mathematical theory of heuristic information is developed. The conventional pathological cases disappear in this theory. This book is accessible to the general AI community, for example first year graduate students who have completed an introductory AI course and have at least some background in probability. The book is also a foundation for further work on game-tree search as well as on heuristic information in general AI.

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Tzeng, Chun-Hung:
Publicado por Springer, 1988
ISBN 10: 3540186654 ISBN 13: 9783540186656
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Librería: Roland Antiquariat UG haftungsbeschränkt, Weinheim, Alemania

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Hardcover. 1. 117 p. New! 9783540186656 Sprache: Englisch Gewicht in Gramm: 431. Nº de ref. del artículo: 203500

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Tzeng, Chun-Hung:
Publicado por Springer, 1988
ISBN 10: 3540186654 ISBN 13: 9783540186656
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Librería: Roland Antiquariat UG haftungsbeschränkt, Weinheim, Alemania

Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

Hardcover. 1. 117 p. New! 9783540186656 Sprache: Deutsch Gewicht in Gramm: 431. Nº de ref. del artículo: 200805

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Tzeng, Chun-Hung
Publicado por Springer, 1988
ISBN 10: 3540186654 ISBN 13: 9783540186656
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Librería: Zubal-Books, Since 1961, Cleveland, OH, Estados Unidos de America

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Condición: Good. 107 pp., Hardcover, ex library else text clean and binding tight. - If you are reading this, this item is actually (physically) in our stock and ready for shipment once ordered. We are not bookjackers. Buyer is responsible for any additional duties, taxes, or fees required by recipient's country. Nº de ref. del artículo: ZB998287

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