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E-Book

E-Book, Englisch, 128 Seiten, Web PDF

James Artificial Intelligence in Basic


1. Auflage 2013
ISBN: 978-1-4831-4143-5
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 128 Seiten, Web PDF

ISBN: 978-1-4831-4143-5
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark



Artificial Intelligence in BASIC presents some of the central ideas and practical applications of artificial intelligence (AI) using the BASIC programs. This eight-chapter book aims to explain these ideas of AI that can be used to produce programs on microcomputers. After providing an overview of the concept of AI, this book goes on examining the features and difficulties of a heuristic solution in a wide range of human problems. The discussion then shifts to the application of a heuristic solution to a two-ply search program for a two-person game. The following chapters are devoted to the other components of AI, including the expert systems, memory structure, pattern recognition, and language. The concluding chapter deals with the alternative and auxiliary approaches to the study of AI and its practical applications. Computer scientists and programmers will find this work invaluable.

Mike James is an established author and experienced FE lecturer. He currently works for Westland. His latest Newnes titles are Microcontroller Cookbook and Higher Electronics.
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Weitere Infos & Material


1;Front Cover;1
2;Artificial Intelligence in BASIC;2
3;Copyright Page;3
4;Table of Contents;5
5;Chapter 1. Computer Intelligence: Fact, Fiction and Future;6
5.1;Know your computer's IQ;7
5.2;Commercial intelligence;7
5.3;Computer-Aided Intelligence;8
5.4;What is intelligence?;9
5.5;Vision and recognition;10
5.6;Speech production;11
5.7;Speech and voice recognition;11
5.8;Language understanding and translation;11
5.9;Thinking, reasoning and problem solving;12
5.10;Computability;13
5.11;Back to BASIC;13
6;Chapter 2. The Heuristic Approach;14
6.1;Solving problems;14
6.2;Heuristics;15
6.3;Computer and human heuristics;16
6.4;The tile game;16
6.5;A program to solve the tile problem;18
6.6;Searching for a solution;21
6.7;A heuristic for the tile game;22
6.8;Evaluation;25
6.9;Thinking ahead;26
6.10;The move tree;26
6.11;Increasing the depth of the search;28
6.12;A two-ply tile game program;29
6.13;Evaluation and suggestions;31
6.14;Heuristics in general;32
7;Chapter 3. When Heuristics Meet: the Strategy of Competition;33
7.1;A simple two-person game: noughts and crosses;33
7.2;Noughts and crosses;34
7.3;A heuristic for noughts and crosses;34
7.4;A one-ply noughts and crosses program;36
7.5;Evaluation;39
7.6;A two-ply approach: minimax;39
7.7;A BASIC two-ply minimax program;41
7.8;Evaluating the two-ply program;42
7.9;Beyond noughts and crosses;42
7.10;Competitive heuristics;43
8;Chapter 4. Thinking and Reasoning: Expert Systems;45
8.1;A general problem solver;46
8.2;Humans solving problems;47
8.3;The Aardvark program;48
8.4;More work on Aardvark;53
8.5;On being over-confident;55
8.6;Probability;56
8.7;The laws of uncertain thought?;57
8.8;Uncertain evidence;60
8.9;Alternatives to probability: fuzzy logic;61
8.10;The condition and the conclusion;62
8.11;Learning noughts and crosses;63
8.12;Aardvark and noughts and crosses;68
8.13;Nought and crosses and game playing;68
8.14;The universal expert?;69
9;Chapter 5. The Structure of Memory;70
9.1;The nature of human memory;70
9.2;The nature of computer memory;72
9.3;The recall problem: associative memory;74
9.4;Relational stores;75
9.5;Conceptual stores;77
9.6;A general conceptual data base program;78
9.7;Using the conceptual data base;85
9.8;Remembering to think;86
10;Chapter 6. Pattern Recognition;87
10.1;Recognition and learning;87
10.2;Recognising images;89
10.3;Recognising features;90
10.4;Template matching;91
10.5;A letter recognition program;92
10.6;Evaluating template matching;94
10.7;Cross correlation;95
10.8;Features and grey levels;96
10.9;Features of recognition;96
10.10;Feature space;97
10.11;Finding a line by learning;99
10.12;The Perceptron;101
10.13;Uses of pattern recognition;104
11;Chapter 7. Language;105
11.1;Syntax and semantics;106
11.2;Describing syntax;106
11.3;Parsing;108
11.4;Generating language;108
11.5;The computer chat program;110
11.6;Syntax and meaning;113
11.7;Innocent meaning;113
11.8;Approximations to language;113
11.9;Meaning from syntax;114
11.10;Practical understanding;114
11.11;Good will and understanding: Eliza;115
11.12;More language in programs;117
12;Chapter 8. Approaching Intelligence;118
12.1;The biological approach;118
12.2;Cybernetic systems;119
12.3;Intelligent or just clever?;121
12.4;The Turing test;122
12.5;Is intelligence computable?;123
12.6;Is Al different?;125
12.7;Where next?;126
13;Further Reading;128
14;Index;129



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