Plotting

Artificial Intelligence: Themes in the Second Decade

Classics

See also: Education Resources Information CenterSupplement to Proceedings of the IFIP 68 International Congress, Edinburgh, August 1968. Published in A. J. H. Morrell (ed.), Information Processing 68, Vol. II, pp. 1008-1022, Amsterdam: North-Holland, 1969.







REALIZATION OF A GENERAL GAME-PLAYING PROGRAM

Classics

We study some aspects of a general game-playing program. Such a program receives as data the rules of a game: an algorithm enumerating the moves and an algorithm indicating how to win. The program associates to each move the conditions necessary for this move to occur. It must find how to avoid a dangerous move. We describe the part of the program playing the combinatorial game in order to win: how it can find the moves which lead to victory and what are the only opponent's moves with which he does not lose. This program has been tried with various games: chess, tic-tac-too, etc.INFORMATION PROCESSING 68 - NORTH-HOLLAND PUBLISHING COMPANY - AMSTERDAM


User's guide to QA3

Classics

A question-answering system. Tech. Note 15, AI Group, Stanford Research Institute, Menlo Park, Calif.


Pictorial relationships -- a syntactic approach

Classics

In Meltzer, Bernard and Donald Michie (Eds.), Machine Intelligence 4. Edinburgh University Press.