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By J. A. Robinson (auth.), R. B. Banerji, M. D. Mesarovic (eds.)

ISBN-10: 3540049002

ISBN-13: 9783540049005

ISBN-10: 364299976X

ISBN-13: 9783642999765

Advances in machine know-how have mentioned the subsequent vital sector of desktop functions: answer of non-numerical difficulties. it's hardly ever essential to emphasize the significance of those type of difficulties. to start with many of the judgements one has to make in real-life occasions are non-numerical within the first example and will be represented as numerical difficulties purely as approximations that are frequently simply in part legitimate. moment, to exploit the pc to its complete strength it's going to be hired as a logical laptop, able to deduction, and never simply as a numerical calculating desktop. therefore the pc could expand man's potential for logical reasoning and never only for his potential to do quickly and exact calculation. it isn't a brand new region; certainly non-numerical difficulties are vital in fields resembling synthetic intelligence, heuristic programming, trend acceptance, class and information-processing (and retrival) and so forth. besides the fact that, it's reasonable to evaluate that growth within the sector has now not been really as anticipated. one of many purposes used to be an absence of conceptual and theoretical framework during which to enquire diverse sessions of non-numerical difficulties to enhance knowing of varied kinds of difficulties and techniques for his or her suggestions and in addition to allow the tools that have been confirmed as potent in a single state of affairs for use in one other scenario with safely related structure.

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Extra resources for Theoretical Approaches to Non-Numerical Problem Solving: Proceedings of the IV Systems Symposium at Case Western Reserve University

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R all games in the class. The five elements of the quintuple defining these board games are obtained from these sets as follows. S, the set of situations, consists of ordered pairs. e. gives an assignment of naughts, crosses and emptiness on the cells. The second element of the set is either 0 or 1, denoting whether it is a player's or an opponent's move. A situation (s, 1) is winning if s-l(X) includes a member of A and s-l(V) does not i ncl ude any member of B. Los tng si tuati ons are descri bed analogous ly.

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17. , "One Example of a Game for Many Identical Automation", Autom. and Remote Control, 25, p. 608, 1964. 18. , "The Greenblatt Chess Program", Proc. Fall Joint Computer Conference, p. 801, 1967. 19. , "Experiments in Chess", Jour. , 4, p. 174,1957. 20. , "Learning Through Pattern Recognition Applied to a Class of Games", Systems Research Center Report SRC-103-A-67-45, Case Institute of Technology, 1967. 21. , "Learning Games Through Pattern Recognition", IEEE Trans. on Systems Science and Cybernetics.

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Theoretical Approaches to Non-Numerical Problem Solving: Proceedings of the IV Systems Symposium at Case Western Reserve University by J. A. Robinson (auth.), R. B. Banerji, M. D. Mesarovic (eds.)

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