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1992-Artificial Intelligence and Molecular Biology
1992-Artificial Intelligence and Molecular Biology

... sequences that we do not yet recognize. This general problem is termed “gene recognition” and there are many approaches to it, including rule- and pattern-based ones, statistical methods and neural networks. There are several widely used programs which have strong AI roots. One of these systems, GRA ...
Lecture 1 - MELODI Lab - University of Washington
Lecture 1 - MELODI Lab - University of Washington

... • Predicting and testing behavior of human subjects (top-down), or • Direct identification from neurological data (bottom-up) ...
feb 116: fundamentals of computing assignment
feb 116: fundamentals of computing assignment

... circuits we rebuilt onto a single silicon chip. A silicon chip that contains a CPU. In the world of personal computers, the terms microprocessor and CPU are used interchangeably. At the heart of all personal computers and most workstations sits a microprocessor. Microprocessors also control the logi ...
Simulation Control in General Game Playing Agents
Simulation Control in General Game Playing Agents

... how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in realtime, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-C ...
Encyclopedia of Artificial Intelligence
Encyclopedia of Artificial Intelligence

... (the causes) then steam is escaping (the effect). This is the process of deduction. Many problems, such as diagnosis, involve reasoning in the reverse direction, i.e. the user wants to ascertain a cause, given an effect. This is abduction. Given the observation that steam is escaping, abduction can ...
Max
Max

... return Max(depth); ...
E-Learning Using Artificial Intelligence
E-Learning Using Artificial Intelligence

... a conference aimed at using computers to simulate human intelligence. Game playing and theorem proving are two of the earlier attempts at getting computers to think intelligently. Search and logic formed the basis of the first AI systems.AI and its applications in the area of e-learning have played ...
Applied Informatics
Applied Informatics

... What is Artificial Intelligence (AI). History of AI. Modern AI. Intelligent agents. Rationality. Environments. Agent structure. Problem solving agent. Problems and solutions. Search tree. Measuring the efficiency of algorithms. Uninformed search algorithms: breadth-first search, uniform cost search, ...
Genetic Programming
Genetic Programming

... • Part of larger discipline called Machine Learning. Machine learning can be best described as "the study of computer algorithms that improve automatically through experience" (Mitchell 1996). • It attempts to solve the problem - How can computers be made to do what needs to be done without being to ...
Intelligent Systems - Teaching-WIKI
Intelligent Systems - Teaching-WIKI

... neural networks made of many units working in parallel. Each unit is connected to its neighbours by links that can raise or lower the likelihood that the neighbour unit will fire (excitatory and inhibitory connections respectively). Neural networks that are able to learn do so by changing the streng ...
Alan turing test
Alan turing test

... • The Turing Test is a method for determining whether or not a computer is capable of thinking like a human. (Rouse, 2015) • The Loebner Prize is a contest designed to implement the Turing Test. Dr Loebner pledged a Grand Prize of $100,000 and a Gold Medal for the first computer whose responses were ...
KNOWLEDGE ACQUISITION FOR CLASSIFICATION EXPERT
KNOWLEDGE ACQUISITION FOR CLASSIFICATION EXPERT

... • Establish the heuristics that link data to solutions after establishing the network of solutions. To avoid identifying a solution as a datum, be aware that some rules may relate solutions to one another nonhierarchically (sometimes called a complication). • Treat the search process separately. It ...
Artificial Intelligence: From Programs to Solvers
Artificial Intelligence: From Programs to Solvers

... a version of the generality problem discussed at length by John McCarthy [40]. This problem was dealt by AI programmers in three different ways. Some narrowed down the domain and scope of the programs so that all the relevant knowledge could be made explicit. This was the ’expert systems’ approach: ...
General Game Playing
General Game Playing

... •  Special purpose for chess playing" •  +200 million pos./sec." ...
ttay8_ppt_15b
ttay8_ppt_15b

... behavior, but most try to design intelligent machines independent of the way people think. Successful AI research generally involves working on problems with limited domains rather than trying to tackle large, open-ended problems. AI programs employ a variety of techniques, including searching, heur ...
Full size
Full size

... Q(s, a) = R(s, a) + γmaxa s′ T (s, a, s′ )U (s′ ) γ is our discount factor The optimal policy is then to take the action with the highest Q value in each state. Of course, we don’t know what T or U ′ are. ...
Document
Document

... – supercomputer: hundreds of CPUs, 10^10 bits of RAM – cycle times: order of 10^(-9) seconds (1 nanosecond) ...
CS 121: Introduction to AI - Stanford Artificial Intelligence Laboratory
CS 121: Introduction to AI - Stanford Artificial Intelligence Laboratory

... our bodies and imitated our actions as closely as possible for all practical purposes, we should still have two very certain means of recognizing that they were not real men. The first is that they could never use words, or put together signs, as we do in order to declare our thoughts to others… Sec ...
Evolving Reactive NPCs for the Real
Evolving Reactive NPCs for the Real

... Codemasters’ Colin McRae Rally 2.0 is a case that learns the movement by a neural network. While adaptation and learning can be applied to most genres of games with a degree of modeling, especially reactive games are suitable so that there are some works on applying learning to fighting games or sho ...
Rule - FUMblog
Rule - FUMblog

...  In order to think, someone or something has to have a brain, or an organ that enables someone or something to learn and understand things, to solve problems and to make decisions. So we can define intelligence as the ability to learn and understand, to solve problems and to make decisions.  The g ...
project 4 draft 1
project 4 draft 1

... program in a virtual environment, and chooses the variations that are most successful and make the best decisions, using trial and error” (Norvig). Here humans would take more of an observer role. We would simply give it different scenarios and study what it does. We could even possibly find ways to ...
File
File

... AI is the part of computer science concerned with designing intelligent computer systems, that is, computer systems that exhibit the characteristics we associate with intelligence in human behavior Understanding ...
prolog - Electronics and Computer Science
prolog - Electronics and Computer Science

... electronic engineers - to build more useful systems • Psychologists, neurophysiologists and philosophers - to understand (using computer models) the principles which make intelligence possible • NB AI is still very much a research area. ...
Possibility of True Artificial Intelligence
Possibility of True Artificial Intelligence

... Artificial intelligence pursued within the cult of computationalism stands not even a ghost of a chance of producing durable results … it is time to divert the efforts of AI researchers - and the considerable monies made available for their support - into avenues other than the computational approac ...
Artificial Intelligence Introduction
Artificial Intelligence Introduction

... and a broad field with high impact on humanity and society. • What can AI do for us is already amazing! • AI systems do not have to model human/nature but can act like or be inspired by human/nature. • How human think is beyond the scope of this course. • Rational (do the right thing) agents are cen ...
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Computer Go

Computer Go is the field of artificial intelligence (AI) dedicated to creating a computer program that plays Go, a traditional board game.
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