Contents
- Introduction
- 1.1 Why Study AI?
- 1.2 The Turing Test
- 1.3 Mental and Physical Machines
- 1.4 A Quick Survey
- Basic LISP Programming
- 2.1 General Features
- 2.2 Atoms
- 2.3 Functional Notation
- 2.3.1 List Diagrams
- 2.3.2 Evaluation-inhibiting Signal
- 2.4 Some Primitive List Operators
- 2.5 Boolean Values
- 2.6 Equality Tests in LISP
- 2.7 Functions
- 2.7.1 Function Definitions
- 2.7.2 Lambda Expressions
- 2.8 Conditional Expressions (COND's)
- 2.9 Recursive Functions
- 2.10 Dealing with Nested Lists("Trees")
- 2.11 The PROG Feature
- 2.12 The (Run-time) Symbol Table
- 2.13 The Run-Time Stack
- 2.14 Treatment of Locals (Function Entry/Exit)
- 2.15 EVAL
- 2.16 MAPCAR
- 2.17 APPLY
- Problem Solving and Search
- 3.1 Water Container Problem
- 3.1.1 Control or Search Strategy
- 3.1.2 Production System
- 3.1.3 Standard Terminology
- 3.2 Heuristic Search (Informed Search)
- 3.3 Uninformed (Blind) Search
- 3.3.1 Depth First Search
- 3.3.2 Breadth First Search
- 3.3.3 Heuristic Search
- Game Playing
- 4.1 Definitions
- 4.2 Game Trees
- 4.3 The Mini-Max Rule
- 4.3.1 Optimal Strategy
- 4.3.2 Grundy's Game
- 4.4 Static Evaluation Function
- 4.5 Alpha-Beta Pruning
- Knowledge Acquisition
- 5.1 Definiton
- 5.2 Potential Sources
- 5.3 Human Problem Solving
- Knowledge Representation
- 6.1 Introduction
- 6.2 Knowledge Types
- 6.3 Knowledge Representation Methods
- 6.3.1 Predicate Calculus
- 6.3.2 Frames
- 6.3.3 Semantic Networks
- 6.3.4 Object-Attribute-Value(O-A-V) Triplets
- 6.3.5 Production Rules
- 6.3.6 Neural Networks
- Inference and Control
- 7.1 Inference
- 7.1.1 Modus Ponens
- 7.1.2 Modus Tollens
- 7.2 Reasoning About Uncertainty
- 7.3 Forward Chaining
- 7.4 Backward Chaining
- 7.5 Mixed Chaing
- Uncertainity in Knowledge-based Systems
This page is maintained by: | Mehmet R.TOLUN tolun@ceng.metu.edu.tr |
Last updated at: |