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Nearest Neighbor Pattern Classification

Classics

A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity.


Some Studies in Machine Learning Using the Game of Checkers, II - Recent Progress

Classics

A new signature table technique is described together with an improved book learning procedure which is thought to be much superior to the linear polynomial method described earlier. Full use is made of the so called “alpha-beta” pruning and several forms of forward pruning to restrict the spread of the move tree and to permit the program to look ahead to a much greater depth than it other- wise could do. While still unable to outplay checker masters, the program’s playing ability has been greatly improved.See also:IEEE XploreAnnual Review in Automatic Programming, Volume 6, Part 1, 1969, Pages 1–36Some Studies in Machine Learning Using the Game of CheckersIBM J of Research and Development ll, No.6, 1967,601


Semantics for a Question-Answering System

Classics

PhD. dissertation, Harvard University, August 1967. Reprinted as a volume in the series Outstanding Dissertations in the Computer Sciences, New York: Garland Publishing, 1979






An approach toward answering English questions from text

Classics

Research on question answering by Raphael, Black, and Elliott, and our own work on Protosynthex II has shown that question-answering algorithms can be most easily written if the text source is in the form of simple, explicitly structured sets of subject-verb-nominal strings. Question-answering algorithms that have thus far been developed include word- and structure-matching operations and some few logical inference functions. All of the systems cited have in some fashion limited their input language to simple subject-verb-nominal strings, thus eliminating many problems of syntactic analysis and providing a normalized form for language data.



Experiments with the graph traverser program

Classics

An automatic method is described for the solution of a certain family of problems. To belong to this family a problem must be expressible in the language of graph theory as that of finding a path between two specified nodes of a specified graph. The method depends upon the evaluation of intermediate states of the problem according to the extent to which they have features in common with the goal state. We define evaluation functions each of which assigns to any state of the problem a value which is in some way related to its'distance' from the goal state. Equivalently we assign to nodes of the corresponding graph values which are related to the distance over the graph from the goal node.