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Artificial Intelligence Midterm 고려대학교 컴퓨터학과 자연어처리 연구실 임 해 창
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KU NLP Artificial Intelligence2 Number of Problems Chapter 15 LISP (1 Problem): Homework 이해 Chapter 12.2 Resolution (1 Problem):algorithm 이해 Chapter 14 PROLOG (1 Problem) Chapter 3 State Space Search (1 Problem) Chapter 4 Heuristic Search (2 Problems) total = 6 Problems
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KU NLP Artificial Intelligence3 Chapter 2 Predicate Calculus Propositional Calculus Predicate Calculus Verify Sentence Inference Rules Unification (Lisp Homework) A Logical System
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KU NLP Artificial Intelligence4 Chapter 15 LISP Recursion Templates Single or Double_Test Tail Recursion Single-Test Augmenting Recursion List_Consing Recursion Simultaneous Recursion on Several Variables Conditional Augmentation Multiple Recursion CAR/CDR Recursion Unification (Homework) unify, match_var, occursp, is-constant-p, varp add-substitution, get-binding, get-binding-value Verify_sentence(Homework)
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KU NLP Artificial Intelligence5 12.2 Resolution Theorem Proving 12.2.1 Introduction - Resolution Principle 12.2.2 Producing the Clause Form 12.2.3 Resolution Proof Procedure 12.2.4 Strategies for Resolution 12.2.5 Answer Extraction
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KU NLP Artificial Intelligence6 14 Introduction to PROLOG 14.1.1 Representing Facts and Rules 14.1.2 Creating, Changing, and Monitoring the PROLOG Environment 14.1.3 Lists and Recursion in PROLOG 14.1.4 Recursive Search in PROLOG 14.1.5 The Use of Cut Homework (Parser with generating Parse tree)
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KU NLP Artificial Intelligence7 Ch 3. State Space Search 3.1 Graph Theory Structures for state space search state space representation of problems 3.2 Strategies for state space search Data-Driven and Goal-Driven Search Depth-First and Breadth-First Search 3.3 Using the State Space to Represent Reasoning with the Predicate Calculus State Space Description of a Logical System AND/OR graphs Examples and Applications
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KU NLP Artificial Intelligence8 Ch 4. Heuristic Search 4.0 Introduction(Heuristic) 4.1 An Algorithm for Heuristic Search 4.1.1 Implementing Best-First Search 4.1.2 Implementing Heuristic Evaluation Functions 4.1.3 Heuristic Search and Expert Systems 4.3 Using Heuristics in Games 4.3.1 Minimax Procedure 4.3.2 Minimaxing to Fixed Ply Depth 4.3.3 Alpha-Beta Procedure
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