Plotting



PLANNER: a language for proving theorems in robots

Classics

PLANNER is a language for proving theorems and manipulating models in a robot. The language is built out of a number of problem solving primitives together with a hierarchical control structure. Statements can be asserted and perhaps later withdrawn as the state of the world changes. Conclusions can be drawn from these various changes in state. Goals can be established and dismissed when they are satisfied . The deductive system of PLANNER is subordinate to the hierarchical control structure in order to make the language efficient . The use of a general purpose matching language makes the deductive system more powerful. In IJCAI-69, pp. 295-ย€ย“301.


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