000 | 04040nam a2200493 a 4500 | ||
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003 | OSt | ||
005 | 20230630165324.0 | ||
008 | 230630s2020 us d|||| |||| 00| 0 eng d | ||
020 | _a9781683925163 | ||
040 |
_aCo-BrCUA _bspa _eRCAA2 _cCo-BrCUA |
||
082 | 0 | 4 |
_a006.31 _bG977 2020 _223 |
100 |
_aGupta, Neeru _934723 |
||
245 |
_aArtificial intelligence basics / _cNeeru Gupta, Ramita Mangla |
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260 |
_aEstados unidos : _bMercury learning, _c2020 |
||
300 |
_a203 páginas, _bIlustraciones; _c23 cm |
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336 |
_2rdacontent _aTexto _btxt |
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337 |
_2rdamedia _aSin mediación _bn |
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338 |
_2rdacarrier _aVolumen _bnc |
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505 | _a1. ARTIFICIAL INTELLIGENCE. | ||
505 | _a1.1 Computerized reasoning. 1.2 Turing test. 1.3 What is intelligence?. 1.4 Artificial intelligence. 1.5 Goals of artificial intelligence. 1.6 History of artificial intelligence. 1.6 History of artificial intelligence. 1.7 Advantages of artificial intelligence. 1.8 Application areas of artificial intelligence. | ||
505 | _a2. PROBLEM REPRESENTATION. | ||
505 | _a2.1 Introduction. 2.2 Problem characteristics. 2.3 Problem representation in AI. 2.4 Production system. 2.5 conflict resolution. | ||
505 | _a3. THE SEARCH PROCESS. | ||
505 | _a3.1 Search process. 3.2 Strategies for search. 3.3 Search techniques. | ||
505 | _a4.GAME PLAYING. | ||
505 | _a4.1 Game playing. 4.2 Game tree. 4.3 Components of game playing program. 4.4 Game playing strategies. 4.5 Problems in computer game playing programs. | ||
505 | _a5.KNOWLEDGE REPRESENTATION. | ||
505 | _a5.1Introduction. 5.2 Definition of knowledge. 5.3 Importance of knowledge. 5.4 Knowledge-based systems. 5.5 Differences between knowledge-based system and database systems. 5.6 Knowledge representation scheme. | ||
505 | _a6. EXPERT SYSTEMS. | ||
505 | _a6.1 Introduction. 6.2 Definition of an expert system. 6.3 Characteristics of an expert system. 6.4 Architecture of expert systems. 6.5 Expert system life cycle. 6.6 Knowledge engineering process. 6.7 knowledge acquisition. 6.8 Difficulties in knowledge acquisition. 6.9 Knowledge acquisition strategies. 6.10 Advantages of expert systems. 6.11 Limitations of expert systems. 6.12 Examples of expert systems. | ||
505 | _a7. LEARNING. | ||
505 | _a7.1 Learning. 7.2 general model for machine learning systems. 7.3 Characteristics of machine learning. 7.4 Types of learning. 7.5 Advantages of machine learning. 7.6 Disadvantages of machine learning. | ||
505 | _a8. PROLOG. | ||
505 | _a8.1 Preliminaries of prolog. 8.2 Milestones in prolog language development. 8.3 What is a horn clause?. 8.4 Robinson´s resolution rule. 8.5 Parts of a prolog program. 8.6 Queries to a database. 8.7 How does prolog solve a query?. 8.8 Compound queries. 8.9 The_variable. 8.10 Recursion in prolog. 8.12 Head and tail of a list. 8.13 Print all the members of the list. 8.14 Print the list in reverse order. 8.15 Appending a list. 8.16 Find whether the given item is a member of the list. 8.17 Finding the length of the list. 8.18 Controlling execution in prolog. 8.19 About turbo prolog. | ||
505 | _a9. PYTHON. | ||
505 | _a9.1 Languages used for building AI. 9.2 Why do people choose python?. 9.3 Build AI using python. 9.4 Running python. 9.5 Pitfalls. 9.6 Features of python. 9.7 Useful libraries. 9.8 Utilities. 9.9 Testing code. | ||
505 | _a10. ARTIFICIAL INTELLIGENCE MACHINES AND ROBOTICS. | ||
505 | _a10.0 Introduction. 10.1 History serving, emulating, enhancing, and replacing man. 10.2 Technical issues. 10.3 Applications: robotics in the twenty-first century. 10.4 Summary. | ||
650 | 1 | 0 |
_aArtificial intelligence - _xBasics _934724 |
650 | 1 | 0 |
_aArtificial intelligence - _xLenguaje de programación _934725 |
650 | 1 | 0 |
_aArtificial intelligence - _xAutoaprendizaje _934726 |
700 |
_aMangla, Ramita _934727 |
||
942 |
_2ddc _cRS _i006.31 G977 2020 |
||
999 |
_c67668 _d67668 |