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Artificial intelligence problems and their solutions / Dr. Danny Kopec, Shweta Shetty, Christopher Pileggi.

Ebook Central Academic Complete Available online

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Format:
Book
Author/Creator:
Kopec, Danny, Dr., author.
Shetty, Shweta, author.
Pileggi, Christopher, author.
Language:
English
Subjects (All):
Artificial intelligence--Mathematical models.
Artificial intelligence.
Physical Description:
1 online resource (242 pages) : illustrations
Edition:
1st ed.
Place of Publication:
Dulles, Virginia ; Boston, [Massachusetts] ; New Delhi, [India] : Mercury Learning and Information, 2014.
Summary:
This book is intended as a companion to any course in computer science or mathematics where there are interesting artificial intelligence problems to be solved and lends insight into how well-known AI problems can be solved most efficiently by both humans and computers.
Contents:
Cover
Title
Copyright
Contents
Preface
List of Figures and Tables
Chapter 1: Introduction
1.1 Goals and Purpose of This Book
1.2 Background and Previous Work
1.3 Contributions of This Book
1.4 References
Part I: Problem Solving and Traditional Artificial Intelligence Problems
Chapter 2: Problem Solving
2.1 Polya's Five Steps for Problem Solving
2.2 Problem-Solving Techniques
2.2.1 Heuristics
2.2.2 Additional Heuristics for Problem Solving
2.3 The Human Window
2.4 Human Window Criteria and Ranking of Solutions
2.5 Classification
2.6 References
Chapter 3: The Missionaries and Cannibals Problem
3.1 Background
3.2 Choosing an Appropriate Representation
3.3 Solution
3.4 Human Problem Solving
3.5 Human Window Analysis of Solutions
3.5.1 The Most Human Window-Compatible Solution
3.5.2 The Least Human Window-Compatible Solution
3.6 Best Machine Solution
3.7 Related Problems
3.8 Playable Program
3.9 References
Chapter 4: The 12 Coins Problem
4.1 Background
4.2 Solving a Smaller Problem
4.3 Solution
4.4 Human Problem Solving
4.5 Human Window Analysis of Solutions
4.5.1 The Most Human Window-Compatible Solution
4.5.2 The Least Human Window-Compatible Solution
4.6 Best Machine Solution
4.7 Playable Program
4.8 References
Chapter 5: Cryptarithms
5.1 Background
5.2 Problem-Solving Techniques
5.3 Solution
5.4 Human Problem Solving
5.5 Human Window Analysis of Solutions
5.5.1 The Most Human Window-Compatible Solution
5.5.2 The Least Human Window-Compatible Solution
5.6 Best Machine Solution
5.7 Related Problems
5.8 Playable Program
5.9 References
Chapter 6: The Red Donkey Puzzle
6.1 Background
6.2 Solution
6.2.1 Bidirectional Search
6.3 Human Problem Solving.
6.4 Human Window Analysis of Solutions
6.4.1 The Most Human Window-Compatible Solution
6.4.2 The Least Human Window-Compatible Solution
6.5 Best Machine Solution
6.6 Related Problems
6.7 Playable Program
6.8 References
Chapter 7: The 15 Puzzle
7.1 Background
7.2 Problem-Solving Techniques
7.3 Solution
7.3.1 Solving the First Row
7.3.2 The Corner Technique
7.3.3 Solving the Second Row
7.3.4 Solving the Third Row
7.3.5 Solving the Fourth Row
7.4 Human Window Analysis of Solutions
7.4.1 The Most Human Window-Compatible Solution
7.4.2 The Least Human Window-Compatible Solution
7.5 Best Machine Solution
7.6 Related Problems
7.7 Playable Program
7.8 References
Chapter 8: The Knight's Tour Problem
8.1 Background
8.2 Problem-Solving Techniques
8.3 Solution
8.4 Human Problem Solving
8.5 Human Window Analysis of Solutions
8.5.1 The Most Human Window-Compatible Solution
8.5.2 The Least Human Window-Compatible Solution
8.6 Best Machine Solution
8.7 Related Problems
8.8 Playable Program
8.9 References
Chapter 9: Mastermind
9.1 Background
9.2 Problem-Solving Techniques
9.3 Solution
9.3.1 Example 1
9.3.2 Example 2
9.3.3 Example 3
9.3.4 Example 4
9.4 Human Problem Solving
9.5 Human Window Analysis of Solutions
9.6 Best Machine Solution
9.7 Related Problems
9.8 Playable Program
9.9 References
Chapter 10: The Monty Hall Problem
10.1 Background
10.2 Problem-Solving Techniques
10.3 Solution
10.4 Human Problem Solving
10.5 Related Problems
10.6 References
Chapter 11: Rubik's Cube
11.1 Background
11.2 Problem-Solving Techniques
11.3 Solution
11.3.1 Cube Components
11.3.2 Subgoal 1: The Top Cross
11.3.3 Subgoal 2: The Top Corners
11.3.4 Subgoal 4: The New Top Cross.
11.3.5 Subgoal 5: The New Top's Corners
11.3.6 Subgoal 6: Correct Corner Positioning
11.3.7 Subgoal 7: The Top Edges
11.4 Human Problem Solving
11.5 Human Window Analysis of Solutions
11.5.1 The Most Human Window-Compatible Solution
11.5.2 The Least Human Window-Compatible Solution
11.6 Best Machine Solution
11.7 Playable Program
11.8 References
Chapter 12: The Prisoner's Dilemma
12.1 The Traditional Problem*
12.2 The Iterated Prisoner's Dilemma
12.3 Applications in Diverse Areas
12.4 Related Problems
12.5 References
Part II: Problems Requiring Computer Solutions
Chapter 13: Sudoku
13.1 Background
13.2 Mathematical Analysis
13.3 Problem Solving Techniques and Strategies
13.4 A Real Life Experiment
13.5 Algorithms for Computer Solutions
13.6 Human Window Analysis of Solutions
13.6.1 The Most Human Window-Compatible Solution
13.6.2 The Least Human Window-Compatible Solution
13.7 Playable Online
13.8 References
Chapter 14: Map Coloring and the Chromatic Number
14.1 Background
14.2 Illustrating the Theorem
14.3 Early Attempts at Proof
14.4 Summary of Events that led to the Definition and Solution to The Four Color Problem
14.5 Sample of Code from the Proof
14.6 References
Chapter 15: Cryptography
15.1 Background
15.2 Symmetric Key Encryption
15.3 Public Key Encryption
15.4 RSA Encryption
15.5 Issues Regarding RSA Cryptographic Systems
15.5.1 Examples of RSA Implementation
15.5.2 Security and Attacks on RSA
15.6 References
Chapter 16: Random Walks on Graphs and Monte Carlo Methods
16.1 Introduction
16.2 Theoretical Applications
16.3 Random Walks on Graphs
16.4 Markov Chains and Monte Carlo Methods
16.5 References
Part III: Miscellaneous Smaller Problems and Towards a Theory.
Chapter 17: Miscellaneous Problems
17.1 Cards/Coins in the Dark
17.1.1 Cards in the Dark
17.1.2 Coins Version of the Problem
17.1.3 References
17.2 Ten Pirates and Their Gold
17.3 Halmos's Handshake Problem
17.4 Random Airline Seats Problem
17.6 The Birthday Problem
17.7 Newer Artificial Intelligence Problem Solving Techniques
17.7.1 Deep Learning
17.7.2 Convolutional Neural Networks (CNN's)
17.7.3 Deep Belief Networks
17.7.4 References
Chapter 18: Conclusion: Toward a Theory for Problem Solving
18.1 Human Window Study
18.2 Lessons Learned
18.2.1 The Missionaries and Cannibals Problem
18.2.2 The 12 Coins Problem
18.2.3 Cryptarithms
18.2.4 The Red Donkey Puzzle
18.2.5 The 15 Puzzle
18.2.6 The Knight's Tour Problem
18.2.7 Mastermind
18.2.8 The Monty Hall Problem
18.2.9 Rubik's Cube
18.2.10 The Prisoner's Dilemma
18.2.11 Miscellaneous Problems
18.3 Retrospective, Conclusions, and Future Work
18.4 Supplemental References
18.5 Composite Problem Playability Sites
On the Companion Disc
Appendix A-Student Solutions
Appendix B-12 Coins Algorithm
Appendix C-Human Window Study
Appendix D-Program Solutions to Problems
Index.
Notes:
Description based on online resource; title from PDF title page (ebrary, viewed July 27, 2017).
Includes bibliographical references and index.
ISBN:
9781938549328
1938549325
OCLC:
883632397

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