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Artificial Intelligence Projects for your Commodore 64 PDF

144 Pages·2009·50.01 MB·English
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ARTIFICIAL . INTELLIGENCE PROJECTS FOR THE COMMODORE 641M ARTIFICIAL . INTELLIGENCE PROJECTS FOR THE COMMODORE 641M ARTIFICIAL . INTELLIGENCE PROJECTS FOR THE COMMODORE 641M ARTIFICIAL INTELLIGENCE PROJECTS FOR THE COMMODORE 64'· TIMOTHY J. O'MALLEY FIRST EDITION SECOND PRINTING Printed in the United States of America Reproduction or publication of the content in any manner, without express permission ofthe publisher, isprohibited. No liability isassumed with respect to the use of the information herein. Copyright © 1985 by TAB BOOKS Inc. Library of Congress Cataloging in Publication Data O'Malley, Timothy J. Artificial intelligence projects for the Commodore 64. Includes index. 1. Artificial intelligence-Data processing. 2. Commodore 64 (Computer)-Programming. I. Title. 0336.043 1985 001.53'5 84-26749 ISBN 0-8306-0883-4 ISBN o-8306-1883-X (pbk.) Contents Programs In the Book vII Ix Introduction Introduction to Artificial Intelligence What IsArtificial Intelligence? Definitions and Scope-Microcomputer Applications Artificial Intelligence Techniques Tree Searches- The Algorithm Method-The Heuristic Method- Pattern Searching Three Introductory Programs in BASIC The Towers of Hanoi: Version One-The Towers of Hanoi: Version Two-The Knight's Tour 2 Intelligent Games 21 Artificial Intelligence in Games Board Games-Three Intelligent Games in BASIC The Game of Nim- The Path through a Maze-The Cellular Automaton 3 Behaviors and Bootstraps 39 An Introduction to Behavior Definitions-B.F. Skinner and His Ideas Computer Behavior Training the Rat-Bootstrap Systems The First Bootstrap Program-The Second Bootstrap Program 4 Natural Language Processing 51 Definitions and Examples English-Like Conversations-Compositional Works The Story of ELIZA Language Processing in BASIC An ELIZA-Like Program-The Perfect Logic Program 5 Heuristics 83 Heuristic Programs in BASIC Heuristic Tic Tac Toe-The Five-in-a-Row Game 6 Pattern Recognition 99 Ways of Finding Patterns Differences between Numbers-The Grouping ofStrings-Inter- polation and Extrapolation Pattern Recognition Programs in BASIC Patterns in Numbers-Patterns in Strings-A Word Processor Program 7 Other Areas In Artificial Intelligence 116 LISP: An Artificial Intelligence Language Robotics Introductory Robots-Robotic Activities Creativity in Computers An Artificial Intelligence Operating System Limits to Artificial Intelligence Artificial Intelligence Computers A Bonus Graphics Program Glossary 125 Index 128 Programs in the Book Listing 1-1 The Towers of Hanoi: Version 1 7 Listing 1-2 The Towers of Hanoi with Graphics 12 Listing 1-3 The Knight's Tour 17 Listing 2-1 The Game of Nim 24 Listing 2-2 Changes to Use Nim on Disk 26 Listing 2-3 The Path through a Maze 30 Listing 2-4 Cellular Automaton 34 Listing 3-1 Training the Rat. .41 Listing 3-2 Changes to Use the Program on Disk 43 Listing 3-3 The First Bootstrap Program 47 Listing 3-4 The Second Bootstrap Program 49 Listing 4-1 The ELIZA-like Program 54 Listing 4-2 Perfect Logic 66 Listing 5-1 Tic Tae Toe 84 Listing 5-2 Five-in-a-Row Game 91 Listing 6-1 Patterns in Numbers 101 Listing 6-2 Patterns in Strings 104 Listing 6-3 A Word Processor 105 Listing 6-4 Changes to Use the Program on Disk 109 Listing 7-1 Graphics Maker 120 vii ARTIFICIAL . INTELLIGENCE PROJECTS FOR THE COMMODORE 641M

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COMMODORE 64'· . Don't expect that you GlO somehow transform your good as outside reading or as an added lext for a math or computcr.
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