Download Artificial intelligence projects for the Commodore 64 by Timothy J O'Malley PDF

By Timothy J O'Malley

ISBN-10: 0830608834

ISBN-13: 9780830608836

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DEFINITIONS AND EXAMPLES Let's talk about natural language and give some examples. When we solve problems, we must find a way from the question to the answer. We might think that the answer to a question or the solution of a problem is somehow a function of that question or problem. Our task in finding the answer is to break down the 51 question into a series of steps. If we know the solution to a few of the steps, we are that much closer to the answer to the overall question. This same approach can be used in artificial intelligence.

Tree searches find the best possibilities. These scarches don't give lhe program intelligence, however. If the computer could be programmed to rcmember a stategy from game to game, lhcn it would be intclligent. A program would havc to be designed so that it could change ilS own programming Wilh timeor perhaps data files could be updated and read into the computer at the start of cach game or series of games. This data file could then be saved at the end of the games, having bcen modified by "learned" strategy.

Here is a line-by-line explanation of how it works. LINE EXPLANATION 10-60 These lines identify the program information. and provide credit 43 70-160 80 90 100 110 120 130 135 This is the main program. Line 70 is a remark statement. This line dimensions various arrays. Y is the array that stores behavior codes. P is the starting point in the array for a given behavior, and S is the number of possible behaviors that follow P for each behavior. F is the frequency of the behavior, and AS is the actual behavior.

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