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Learning Structural Descriptions from Examples
(1970-09-01)
The research here described centers on how a machine can recognize concepts and learn concepts to be recognized. Explanations are found in computer programs that build and manipulate abstract descriptions of scenes ...
Look-Ahead Strategies in One Person Games with Randomly Generated Game Trees
(1970-07-01)
A random method for generated binary trees is presented, ad twp forms of a class of one person games called, "Tree Solitaire" which have such trees as their game trees are defined. After what "look ahead strategy" ...
INSIM1: A Computer Model of Simple Forms of Learning
(1970-04-01)
INSIM1 is a computer program, written in LISP, which models simple forms of learning analogues to the learning of a human infant during the first few weeks of his life, such as learning to suck the thumb and learning ...
A Simple Algorithm for Self-Replication
(1970-05-01)
A recurrent topic of interest in the theory of automata has been the possibility of self-reproducing automata, particularly those which could reproduce globally through an application of a algorithm. In such a device, the ...
Extending Guzman's SEE Program
(1970-07-01)
Adolfo Guzman's SEE program groups the regions of a two-dimensional scene into bodies, using, using local evidence in the scene to link regions together. This paper discusses an extended version of the SEE procedure that ...
Hypergeometric Functions in MATHLAB
(1970-06-01)
This memo describers some of the important properties and manipulations of Hypergeometric Functions which my be useful in MATHLAB. A convention for representing the function is adopted which is readily adaptable to ...
Teaching Procedures in Humans and Robots
(1970-09-01)
Analysis of the structure of procedures is central to the foundations of problem soling. In this paper we explore three principle means for teaching procedures: telling, canned loops, and procedural abstraction. The ...
Construction of Decision Trees
(1970-02-01)
The construction of optimal decision trees for the problem stated within can be accomplished by an exhaustive enumeration. This paper discusses two approaches. The section on heuristic methods gives mostly negative results ...
PLANNER: A Language for Manipulating Models and Proving Theorems in a Robot
(1970-08-01)
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 ...
1968-1969 Progress Report
(1970-01-01)
This report mainly summarizes the Project MAC A.I. Group work between July 1968 and June 1969 but covers some work up to February 1970. The work on computer vision is described in detail. This summary should be read ...