## An Introduction to Artificial Intelligence: Can Computers Think? |

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Page 69

Let us recall the way in which the game is commonly

, the dealer gives the

up. The cards have associated numerical values, Ace through Ten as indicated ...

Let us recall the way in which the game is commonly

**played**. Using a bridge deck, the dealer gives the

**player**two cards face down and himself two cards, one faceup. The cards have associated numerical values, Ace through Ten as indicated ...

Page 72

The

Draw one card. If the

simple policy described above in Section 15, the computer has two possibilities:

1.

The

**player**now must make one of two decisions: 1. Stop; i.e., draw no cards. 2.Draw one card. If the

**player**decides not to draw, following, for example, thesimple policy described above in Section 15, the computer has two possibilities:

1.

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loss Repeat decision process X =3 6 Stop Loss for

computer x < 6 Draw card ;y (10, x, y) i (10 + x + y < 16) (10 + x + y 3= 16) Repeat

...

**Player**(4, Q) Stop Decision ^ Computer (10, x) / X Draw Legal hand Automaticloss Repeat decision process X =3 6 Stop Loss for

**player**10 + x + y > 21 Loss forcomputer x < 6 Draw card ;y (10, x, y) i (10 + x + y < 16) (10 + x + y 3= 16) Repeat

...

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### Contents

can computers think? | 3 |

Process Cannibals and Missionaries Formulation as a Multistage | 5 |

decision making | 21 |

Copyright | |

10 other sections not shown

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### Common terms and phrases

algorithm analog computer answer applications approach approximate policies arithmetic artificial intelligence average axioms Bellman BIBLIOGRAPHY AND COMMENTS C. P. Smith calculation chapter chess classical COMMENTS Section complex concept consider Control Processes criterion function deal described determine device difficulty digital computer discuss dynamic programming effect equation example experience fast storage feasible fifteen puzzle foregoing functional equation fuzzy human humor hybrid computer idea important instinct interaction interesting involved large number learning levels logic machine mathe mathematical analysis mathematical problems mathematical theory mathematician matical means methods multistage decision process observe operations optimal policy paradox particular path patient pattern recognition play player possible precise Princeton probability distribution probability theory puter puzzles question reasonable retrieve round-off error simple simulation situations solve stochastic stochastic approximation structure talk techniques tion transformation uncertainty variables words York

### References to this book

The Bellman Continuum: A Collection of the Works of Richard E. Bellman Richard Ernest Bellman,Robert S. Roth No preview available - 1986 |