Decisão e aprendizado no contexto de um jogo

AUTOR(ES)
DATA DE PUBLICAÇÃO

1982

RESUMO

This work shows an application of Artificial Intelligence techniques to the area of problem-solving. An implementation, in PASCAL, of an algorithm which plays TACK-TICKLE and learns with its mistakes presented: The algorithm diverges from the traditional published work in the sense that it tries to model plausible forms of playing by human beings. Its fundamental characteristic is to be structured around classes of "preocupations" typical of game players. The learning module stores, in a limited and compact form, information needed so that past errors are not repeated. Consequently, the program improves its performance as more games are played

ASSUNTO(S)

jogos (psicologia) matemática - estudo e ensino teoria dos jogos

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