Additional Al Tools Emerge | 9 |
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AI REEMERGES | 10 |
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Agent Systems | 12 |
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SYSTEMS APPROACH | 13 |
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OVERVIEW OF THIS BOOK | 15 |
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Knowledge Representation | 16 |
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Neural Networks II | 17 |
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CHAPTER SUMMARY | 18 |
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EXERCISES | 19 |
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UNINFORMED SEARCH Chapter | 21 |
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CLASSES OF SEARCH | 22 |
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Search in a Puzzle Space | 23 |
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Search in an Adversarial Game Space | 25 |
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TREES GRAPHS AND REPRESENTATION | 27 |
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UNINFORMED SEARCH | 29 |
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Helper APIs | 30 |
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General Search Paradigms | 31 |
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Bidirectional Search | 35 |
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IMPROVEMENTS | 38 |
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ALGORITHM ADVANTAGES | 39 |
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REFERENCES | 40 |
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INFORMED SEARCH | 42 |
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BESTFIRST SEARCH BESTFS | 43 |
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BestFirst Search Implementation | 45 |
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Variants of BestFirst Search | 49 |
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A SEARCH | 50 |
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A Search and the Eight Puzzle | 52 |
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Search Implementation | 54 |
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Eight Puzzle Demonstration with A | 57 |
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A Variants | 58 |
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SIMULATED ANNEALING SA | 59 |
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The Traveling Salesman Problem TSP | 61 |
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Simulated Annealing Implementation | 63 |
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Simulated Annealing Demonstration | 66 |
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TABU SEARCH | 68 |
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Tabu Search Implementation | 70 |
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Tabu Search Demonstration | 72 |
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Tabu Search Variants | 73 |
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CONSTRAINT SATISFACTION PROBLEMS CSP | 74 |
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Scheduling as a CSP | 76 |
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CONSTRAINTSATISFACTION ALGORITHMS | 77 |
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MinConflicts Search | 79 |
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RESOURCES | 80 |
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AI AND GAMES | 82 |
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THE MINIMAX ALGORITHM | 85 |
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Minimax and TicTacToe | 88 |
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Minimax Implementation for TicTacToe | 91 |
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Minimax with AlphaBeta Pruning | 94 |
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CLASSICAL GAME AI | 99 |
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CheckerBoard Representation | 100 |
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Opening Books | 101 |
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Endgame Database | 102 |
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ChessBoard Representation | 103 |
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Minimax Search with AlphaBeta Pruning | 104 |
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Othello | 105 |
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Search Algorithm | 106 |
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Go | 107 |
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Opening Moves | 108 |
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Endgame | 109 |
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TDGammon | 110 |
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Poker | 111 |
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Loki A Learning Poker Player | 112 |
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Scrabble | 113 |
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VIDEO GAME AI | 114 |
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Applications of AI Algorithms in Video Games | 115 |
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Movement and Pathfinding | 116 |
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NPC Behavior | 122 |
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Static State Machines | 123 |
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Layered Behavior Architectures | 124 |
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Other ActionSelection Mechanisms | 125 |
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Coals and Plans | 127 |
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RealTime Strategy AI | 129 |
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CHAPTER SUMMARY | 132 |
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RESOURCES | 133 |
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EXERCISES | 134 |
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KNOWLEDGE REPRESENTATION | 136 |
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TYPES OF KNOWLEDGE | 137 |
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SEMANTIC NETWORKS | 138 |
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FRAMES | 139 |
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PROPOSITIONAL LOGIC | 142 |
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Deductive Reasoning with Propositional Logic | 144 |
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Limitations of Prepositional Logic | 145 |
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Atomic Sentences | 146 |
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Compound Sentences | 147 |
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Quantifiers | 148 |
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Information Retrieval and KR | 150 |
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Representing and Reasoning about an Environment | 152 |
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SEMANTIC WEB | 156 |
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COMPUTATIONAL KNOWLEDGE DISCOVERY | 158 |
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Automatic Mathematician AM | 159 |
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ONTOLOGY | 160 |
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COMMON SENSE | 161 |
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CHAPTER SUMMARY | 162 |
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EXERCISES | 163 |
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MACHINE LEARNING | 164 |
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Supervised Learning | 165 |
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Creating a Decision Tree | 167 |
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Characteristics of DecisionTree Learning | 169 |
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Markov Models | 170 |
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Word Generation with Markov Chains | 172 |
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Markov Chain Implementation | 173 |
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Other Applications of Markov Chains | 177 |
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Nearest Neighbor Classification | 178 |
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1NN Example | 179 |
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kNN Example | 181 |
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CHAPTER SUMMARY | 185 |
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EVOLUTIONARY COMPUTATION | 188 |
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Evolutionary Strategies | 189 |
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Evolutionary Programming | 190 |
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Genetic Programming | 191 |
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BIOLOGICAL MOTIVATION | 192 |
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GENETIC ALGORITHMS GA | 193 |
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Genetic Algorithm Implementation | 197 |
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GENETIC PROGRAMMING GP | 205 |
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Genetic Programming Implementation | 208 |
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EVOLUTIONARY STRATEGIES ES | 213 |
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Evolutionary Strategies Algorithm | 214 |
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Evolutionary Strategies Implementation | 216 |
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DIFFERENTIAL EVOLUTION DE | 220 |
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Differential Evolution Algorithm | 221 |
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Differential Evolution Implementation | 223 |
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PARTICLE SWARM OPTIMIZATION PSO | 229 |
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Particle Swarm Implementation | 231 |
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EVOLVABLE HARDWARE | 237 |
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REFERENCES | 238 |
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NEURAL NETWORKS I | 242 |
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BIOLOGICAL MOTIVATION | 243 |
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FUNDAMENTALS OF NEURAL NETWORKS | 244 |
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Single Layer Perceptrons SLPs | 245 |
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MultiLayer Perceptrons MLPs | 247 |
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Supervised vs Unsupervised Learning Algorithms | 250 |
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Perceptron Learning Algorithm | 252 |
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Perceptron Implementation | 253 |
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