围棋程序中的目标和计划

ACM '74 Pub Date : 1900-01-01 DOI:10.1145/800182.810391
W. Reitman, J. Kerwin, Robert A. Nado, J. Reitman, Bruce Wilcox
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引用次数: 11

摘要

围棋程序为分析将现有的人工智能规划和目标结构概念扩展到结构不良、动态、多人、资源受限和高度互动的问题的可能性提供了基础。重点是在一段时间内以及在若干相互作用的进程之间以灵活但连贯的方式交流信息和控制的机制。使用当前计算机语言的功能,可以为它们指定计划和目标结构,以及适当的约定,以适应这些日益复杂和复杂的问题环境的需求。
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Goals and plans in a program for playing Go
A program that plays Go provides a basis for analyzing possibilities for extending present AI conceptions of planning and goal structures to problems that are ill-structured, dynamic, multiperson, resource-bound, and highly interactive. The focus is on mechanisms for communicating information and control over time and among a number of interacting processes, in a flexible but coherent manner. Using the capabilities of current computer languages, it is possible to specify planning and goal structures, and appropriate conventions for them, that will accommodate the demands of these increasingly complex and sophisticated problem environments.
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