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#219 From: "experimento_2" <experimento_2@...>
Date: Sun Aug 31, 2003 1:00 am
Subject: nqueens problem
experimento_2
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I´m trying to resolve the nqueens problem using simulated annealing
search function in java, but i have some trouble with the second
parameter in SimulatedAnnealingSearchFunction. Can somebody help me
with this please? Could be in Lisp too.

#220 From: "Simon D'Alfonso" <sjdalf@...>
Date: Thu Sep 4, 2003 5:55 am
Subject: Re: Problem 3.4 - Help on Berlekamp reference
simon_dalfonso
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I was also working on problem 3.4 and decided to look up the Berlekamp books. I only found very brief coverage of the eight-puzzle and nothing particularly relevant to the question. Try this link. It discusses the disconnectednes of the eight puzzle and has some further relevant links.
----- Original Message -----
Sent: Wednesday, September 03, 2003 11:22 AM
Subject: [aima-talk] Problem 3.4 - Help on Berlekamp reference

I was working on problem 3.4 (never did get very good at those
sliding-block puzzles as a kid).  I found the Berlekamp books at the
library, but I haven't found sliding-block puzzles in there yet. 
Are they under a different name, or is there a different class of
games I should be looking for?

Thanks!



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#221 From: Gobinath <gobinath_kvp@...>
Date: Sun Sep 21, 2003 7:04 am
Subject: Help needed for uniform cost search method
gobinath_kvp
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Hi everyone,

               I am totally confused with uniform-cost search method.can anybody explain me that as soon as possible.I also in need of some more explanations for iterative deepening search and bidirectional search.Please let me know some websites for these searches.

regards,

gobinath

 

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#222 From: "Brandon Corfman" <bcorfman@...>
Date: Fri Sep 26, 2003 4:39 pm
Subject: Re: Help needed for uniform cost search method
bcorfman
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Do you have an understanding of breadth-first search and depth-first
searches? I think you will need to get these down before you will
understand the others.

Brandon


--- In aima-talk@yahoogroups.com, Gobinath <gobinath_kvp@y...> wrote:
>
> Hi everyone,
>
>                I am totally confused with uniform-cost search
method.can anybody explain me that as soon as possible.I also in need
of some more explanations for iterative deepening search and
bidirectional search.Please let me know some websites for these searches.
>
> regards,
>
> gobinath
>
>
>
> Yahoo! India Matrimony: Find your partner online.Post your profile.

#223 From: "gobigredhuskers2000" <gobigredhuskers2000@...>
Date: Fri Sep 26, 2003 10:12 pm
Subject: Problem 4.6 : 8-puzzle nonadmissible heuristic
gobigredhusk...
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never good at 8-puzzle.
could anyone help me finding a heuristics which overestimates
sometimes.
almost totally lost in the field
thx

#224 From: Giuliano <giuliano2@...>
Date: Sat Sep 27, 2003 12:42 am
Subject: Re: Problem 4.6 : 8-puzzle nonadmissible heuristic
giumendonca
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The sum of the squares of Manhatan distances.

----- Original Message -----
From: "gobigredhuskers2000" <gobigredhuskers2000@...>
To: <aima-talk@yahoogroups.com>
Sent: Friday, September 26, 2003 7:12 PM
Subject: [aima-talk] Problem 4.6 : 8-puzzle nonadmissible heuristic


> never good at 8-puzzle.
> could anyone help me finding a heuristics which overestimates
> sometimes.
> almost totally lost in the field
> thx
>
>
>
> To unsubscribe from this group, send an email to:
> aima-talk-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#225 From: "palookabutt" <fishbreath01@...>
Date: Sun Sep 28, 2003 2:51 pm
Subject: Re: Problem 4.6 : 8-puzzle nonadmissible heuristic
palookabutt
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--- In aima-talk@yahoogroups.com, "gobigredhuskers2000"
<gobigredhuskers2000@y...> wrote:
> never good at 8-puzzle.
> could anyone help me finding a heuristics which overestimates
> sometimes.
> almost totally lost in the field
> thx

Our class has an assignment on this due soon, so I can't give you a
specific answer; however, as a hint, consider rules one might apply
for finding admissible heuristics and what would happen if you did
the exact opposite.

Also, think about the definition of admissible, i.e., a heuristic
which is _guaranteed_ not to overestimate the cost of getting from a
node to the goal.  What kinds of functions would violate that
guarantee?

I hope this helps!

#226 From: "palookabutt" <fishbreath01@...>
Date: Sun Sep 28, 2003 2:54 pm
Subject: Re: Problem 3.4 - Help on Berlekamp reference
palookabutt
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Thanks for the references.  You're right, they were much more
helpful than Berlekamp.  Berlekamp is one of those sets of books
which would be fun to get into if I had any spare time at all...

--- In aima-talk@yahoogroups.com, "Simon D'Alfonso" <sjdalf@o...>
wrote:
> I was also working on problem 3.4 and decided to look up the
Berlekamp books. I only found very brief coverage of the eight-
puzzle and nothing particularly relevant to the question. Try this
link. It discusses the disconnectednes of the eight puzzle and has
some further relevant links.
> http://rakaposhi.eas.asu.edu/cse471/f01-cse471-
mailarchive/msg00057.html
>   ----- Original Message -----
>   From: palookabutt
>   To: aima-talk@yahoogroups.com
>   Sent: Wednesday, September 03, 2003 11:22 AM
>   Subject: [aima-talk] Problem 3.4 - Help on Berlekamp reference
>
>
>   I was working on problem 3.4 (never did get very good at those
>   sliding-block puzzles as a kid).  I found the Berlekamp books at
the
>   library, but I haven't found sliding-block puzzles in there
yet.
>   Are they under a different name, or is there a different class
of
>   games I should be looking for?
>
>   Thanks!
>
>
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>
>
>
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>   To unsubscribe from this group, send an email to:
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Service.

#227 From: "icewind0" <icewind0@...>
Date: Fri Oct 3, 2003 6:31 pm
Subject: Exercise 6.8 clarification
icewind0
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I think Exercise 6.8 is unclear in describing what it is asking the
student to do.

I think my problem is that I'm having trouble visualizing the game
tree. Does a "die-roll sequence" define the game tree? What exactly is
a "die-roll sequence"? I'm assuming its just 50 rolls of the die. Is
this incorrect? If someone could perhaps rephrase the question or
provide any  insight into what 6.8 is looking for, I'd appreaciate it.
Maybe showing the game state tree created by some sequence would be
helpful. The question is below so you don't have to reach for your
book. :) Thanks.

6.8 Consider the following procedure for choosing moves in games with
chance nodes:
     - Generate some die-roll sequences (say, 50) down to a suitable
depth (say, 8)
     - With known die rolls, the game tree becomes deterministoc. For
each die-roll sequence, solve the resulting deterministic game tree
using alpha-beta.
     - Use the results to estimate the value of each move and to choose
the best.

Will this procedure work well? Why (not)?

#228 From: "Serguei Mokhov" <mokhov@...>
Date: Sat Oct 4, 2003 8:11 pm
Subject: Re: Exercise 6.8 clarification
stgunya
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IMHO:

----- Original Message -----
From: "icewind0" <icewind0@...>
Sent: October 03, 2003 2:31 PM

> I think my problem is that I'm having trouble visualizing the game
> tree. Does a "die-roll sequence" define the game tree?

No. It only defines a particular path within the tree.

> What exactly is
> a "die-roll sequence"?

An outcome of N rolls of the dice.

> I'm assuming its just 50 rolls of the die. Is
> this incorrect?

No, there are 50 sequences, 8 rolls each. Each sequence
is a path within the tree.

-s

> The question is below so you don't have to reach for your
> book. :) Thanks.
>
> 6.8 Consider the following procedure for choosing moves in games with
> chance nodes:
>     - Generate some die-roll sequences (say, 50) down to a suitable
> depth (say, 8)
>     - With known die rolls, the game tree becomes deterministoc. For
> each die-roll sequence, solve the resulting deterministic game tree
> using alpha-beta.
>     - Use the results to estimate the value of each move and to choose
> the best.
>
> Will this procedure work well? Why (not)?

#229 From: Peter Norvig <peter@...>
Date: Sat Oct 4, 2003 8:22 pm
Subject: Re: Exercise 6.8 clarification
norvig
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On Friday, October 3, 2003, at 11:31  AM, icewind0 wrote:

> I think Exercise 6.8 is unclear in describing what it is asking the
> student to do.
>
> I think my problem is that I'm having trouble visualizing the game
> tree. Does a "die-roll sequence" define the game tree? What exactly is
> a "die-roll sequence"? I'm assuming its just 50 rolls of the die. Is
> this incorrect? If someone could perhaps rephrase the question or
> provide any  insight into what 6.8 is looking for, I'd appreaciate it.
> Maybe showing the game state tree created by some sequence would be
> helpful. The question is below so you don't have to reach for your
> book. :) Thanks.

A die-roll sequence is 8 rolls (say).  There are 50 different
sequences.  Each one determines a game tree. In each of those trees,
there are only moves for the two players; the rolls are fixed.  So the
first player has a chose of moves with the first given roll (say, a 6)
and the second player then gets a choice of moves with her roll (say a
5).

>
> 6.8 Consider the following procedure for choosing moves in games with
> chance nodes:
>     - Generate some die-roll sequences (say, 50) down to a suitable
> depth (say, 8)
>     - With known die rolls, the game tree becomes deterministoc. For
> each die-roll sequence, solve the resulting deterministic game tree
> using alpha-beta.
>     - Use the results to estimate the value of each move and to choose
> the best.
>
> Will this procedure work well? Why (not)?
>
>
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#230 From: Gobinath <gobinath_kvp@...>
Date: Sun Oct 5, 2003 8:47 pm
Subject: What happens?
gobinath_kvp
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Hi all,

          What happens when two Deep Blue Chess Program[Deep Blue A vs. Deep Blue B] compete with each other?.Is this game leads to draw?

what are the factors influence the win for this game?[either for A or B].

How any one of these competents make their first move?[either randomly or based on probabilistic chance for win]

finally, what are the advantages of minimax search algorithm?

with regards,

gobinath narayanasamy

 

 

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#231 From: "soft903" <soft903@...>
Date: Mon Oct 6, 2003 2:44 am
Subject: Greedy and A* search
soft903
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I would like to what is the Difference of Greedy Best 1st Search and
A* Search?

In my knowledge,
Greedy is using f(n) = h(n), where h(n) is the heuristic function
A* is using f(n) = g(n) + h(n), where g(n) is the accumulate-cost
function

This is the only difference between 2

I find a statement in a book:
"Greedy is only compare the current expanded node's children, and A*
is compare all left nodes"
Could anyone tell me is this statement correct??

#232 From: Maithreebhanu <bhanu128@...>
Date: Wed Oct 8, 2003 10:20 am
Subject: Re: What happens?
bhanu128
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I think it will end in a draw. But if it ended in a win it would be more facinating.
 
bhanu
 
Gobinath <gobinath_kvp@...> wrote:

Hi all,

          What happens when two Deep Blue Chess Program[Deep Blue A vs. Deep Blue B] compete with each other?.Is this game leads to draw?

what are the factors influence the win for this game?[either for A or B].

How any one of these competents make their first move?[either randomly or based on probabilistic chance for win]

finally, what are the advantages of minimax search algorithm?

with regards,

gobinath narayanasamy

 

 

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#233 From: "Alex0215" <h5641kimo@...>
Date: Thu Oct 16, 2003 7:20 am
Subject: about Chap5. ac-3 algorithm's java code
h5641kimo
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hi all :

        i just download the java code from the respository,
        and then i try out the CSP search program,
        but i find out that the things weird,
        the ac-3 algorithm, that is. in the code ,
        a method name as AC3(csp) , and i observe
        the detail code and figure out that it does nothing !!!

        why the method AC-3 seems so weird??
        somebody can give me the clues ??

Alex.

#234 From: "denzrule" <denzrule@...>
Date: Thu Oct 16, 2003 7:56 am
Subject: C program for first order logic without quantifiers
denzrule
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hi.
I'm a student at the University of Texas Arlington and I'm trying to
implement first order logic without quantifiers in C/C++ .... any
tips.. pls email to denzrule@...
Denny Zarule

working source code would be helpful too :-)

#235 From: "hkstudentinuk" <hkstudentinuk@...>
Date: Sat Oct 18, 2003 2:43 pm
Subject: what is admissible??
hkstudentinuk
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Hi there everyone

I am new to AI, just starting a new couse.

what is the definition of admissible?? is admissible an algorithem?
is the definition of it "never overestimates the cost to reach the
goal"?

what does admissible means in english in this context?

#236 From: "fakarim_nsu" <fakarim_nsu@...>
Date: Sun Oct 19, 2003 7:56 am
Subject: Re: what is admissible??
fakarim_nsu
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Hi there,
"admissible" heuristic can be any function.But provided that it
cannot overestimate the cost to reach the goal!for example in the 8
puzzle problem in the text, a rule of thumb can be it may need 20
moves to reach the desired goal. Now if ur heuristic takes the
misarranged tiles as a function or the "manhattan distance" which is
the distance for a tile from its actual position both of them can be
considered as "admissible heuristic" because none of them exceeds
the 20 moves(the example in the book shows they need 7 and 14 steps
respectively i guess).Thanx



--- In aima-talk@yahoogroups.com, "hkstudentinuk"
<hkstudentinuk@y...> wrote:
> Hi there everyone
>
> I am new to AI, just starting a new couse.
>
> what is the definition of admissible?? is admissible an algorithem?
> is the definition of it "never overestimates the cost to reach the
> goal"?
>
> what does admissible means in english in this context?

#237 From: "Brandon Corfman" <bcorfman@...>
Date: Mon Oct 20, 2003 4:05 pm
Subject: Re: about Chap5. ac-3 algorithm's java code
bcorfman
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If I'm understanding your message correctly, you mean that the method
AC-3 "does nothing" for the CSP instance you are working on? Certainly
it has a purpose -- to enforce arc consistency. If the CSP passed into
the method is arc-consistent in the first place, then the method won't
make any changes.

The general idea behind arc-consistency is to preemptively remove
values from the domains that are inconsistent with the constraints of
the problem. It is always a good idea to evaluate how useful AC is for
your particular CSP -- for some problems, it is too expensive to use
it. (Source: http://citeseer.nj.nec.com/55167.html , p. 11)

You can look at this web page for supplemental material on AC-3.
http://kti.ms.mff.cuni.cz/%7Ebartak/constraints/consistent.html

Best regards,
Brandon

--- In aima-talk@yahoogroups.com, "Alex0215" <h5641kimo@y...> wrote:
> hi all :
>
>        i just download the java code from the respository,
>        and then i try out the CSP search program,
>        but i find out that the things weird,
>        the ac-3 algorithm, that is. in the code ,
>        a method name as AC3(csp) , and i observe
>        the detail code and figure out that it does nothing !!!
>
>        why the method AC-3 seems so weird??
>        somebody can give me the clues ??
>
> Alex.

#238 From: Raicho Tchalkov <chalkov@...>
Date: Mon Oct 20, 2003 7:10 pm
Subject: An error found on AIMA
chalkov
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On page 418 in the second edition of the book it
is said "each of the actions in the assembly of C1
have a 10-minute window in which they can be started"
     This is an error. The window size is 15  minute
not 10.

     Best regards,
     Rayko Tchalkov

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#239 From: "gSm Shourov" <gsmshourov@...>
Date: Mon Oct 20, 2003 8:31 pm
Subject: Re: what is admissible??
gsmshourov
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Admissible Heuristic:

#Def : A heuristic function (h(n)) with restriction that never
overestimates the path cost ('n'-->'G').
where 'n'= any node/state along the path,
&     'G'= desired Goal state/locaton.

#Ex : h SLD (n) = Straight-line distance between n & goal.
(in the route-finding problem.)

#This is a monotonic increasing function since it follows
the Triangle inequality
(sum of any two sides of a triangle > the third side)
(QED by Pearl in 1984 )

#its a function of any kind, not an algorithm





--- In aima-talk@yahoogroups.com, "fakarim_nsu" <fakarim_nsu@y...>
wrote:
> Hi there,
> "admissible" heuristic can be any function.But provided that it
> cannot overestimate the cost to reach the goal!for example in the 8
> puzzle problem in the text, a rule of thumb can be it may need 20
> moves to reach the desired goal. Now if ur heuristic takes the
> misarranged tiles as a function or the "manhattan distance" which
is
> the distance for a tile from its actual position both of them can
be
> considered as "admissible heuristic" because none of them exceeds
> the 20 moves(the example in the book shows they need 7 and 14 steps
> respectively i guess).Thanx
>
>
>
> --- In aima-talk@yahoogroups.com, "hkstudentinuk"
> <hkstudentinuk@y...> wrote:
> > Hi there everyone
> >
> > I am new to AI, just starting a new couse.
> >
> > what is the definition of admissible?? is admissible an
algorithem?
> > is the definition of it "never overestimates the cost to reach
the
> > goal"?
> >
> > what does admissible means in english in this context?

#240 From: "gobigredhuskers2000" <gobigredhuskers2000@...>
Date: Thu Oct 23, 2003 7:38 pm
Subject: Exercise 6.5 b
gobigredhusk...
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anyone has idea what's the point for the line (whose minimax value is
already known) included in the question b. If the minimax value is
already known, why we bother look at li or Ri?
also, rewrite expression of n1 in terms of li or ri values, does it
mean rewrite expression of n1 in terms of l1, r1, l2, r2. ...lj, rj or
soemthing else?
thanks

#241 From: "A.T. Murray" <uj797@...>
Date: Thu Oct 30, 2003 1:23 am
Subject: Exercises 7.1 - 7.8
mentifex
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A question about the Chapter Seven exercises has been posted at

http://www.ai-forum.org/topic.asp?forum_id=1&topic_id=10450

> Topic: A.I. A modern Approach 2nd Ed

> I'm having problem with questions from chapter 7. (7.1 - 7.8)

> Could anyone PLEASE send me some solutions or links to websites
that could help.

#242 From: "Jeffrey Sta. Ana" <jeffrey_sta_ana@...>
Date: Sat Nov 1, 2003 4:36 pm
Subject: Need help in bayesian
jeffrey_sta_ana
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Does anyone know how to compute for the posterior probability of H
given this bayesian net? what if I added more variables pointing to H?

    A-->   <--B
         H
    C-->

The book gave a procedure for doing this but I need more examples to
fully understand the concept.

To anyone out there, please help.

#243 From: "chenyu468" <chenyu468@...>
Date: Wed Nov 12, 2003 2:30 am
Subject: 1st version exercise 3.16 sequence predication problem
chenyu468
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hi everyone,
1. According to the guide, it is necessary to build a binary-tree for
representing the "state". The tree's leaves are "1" or "n" and
internal nodes are "+" "-" "*" "/" "exp" operator.

1. I don't know how to check the "dead end" for expression. If
no "dead end" check, it seems that only "breadth_first_search" is
acceptable. The the speed and space complexity is too high.

2. the "action" set for replacing "1" is 16 (20-4) by deleting "n
divide n", "1 divide 1", "1 multiply 1", "exp(1,1)", "
     for replacing "n" is also 16 for the similar reason.
    The expanding branch factor is too high (16). How to reduce it?

3. I don't know how to identify the "same state" from different path
for avoiding expanding them. Could you tell me? Or is it possible to
create unique tree everytime, therefore no need to identify them are
the same state or not?

Thank you in advance.
kind regards/chenyu

#244 From: "Rajib" <rajib_2002bd@...>
Date: Thu Nov 13, 2003 4:19 pm
Subject: solution 9.1 $ 9.4
rajib_2002bd
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Hi comrades
Can any one have solution of Exercise(9.1 and 9.4).

RaJ

#245 From: "Brandon Corfman" <bcorfman@...>
Date: Thu Nov 13, 2003 5:25 pm
Subject: Re: 1st version exercise 3.16 sequence predication problem
bcorfman
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I'm not sure what you mean by "dead end". If a node can be broken
down, into a new center node and two leaves, then at some point, the
whole process will stop because there are no more operations to be
performed. (In other words, how can you break down 2 down any further
than 1 + 1 in the operations given?)

I think that you are breaking things down too far. If you have a tree
with all 1's or n's at leaf nodes and +,-,/, or * in the internal
nodes, then the problem seems to indicate that that should be your
goal condition.

This is speculation, since I haven't worked through the problem
myself, but these are my initial impressions.

Brandon

--- In aima-talk@yahoogroups.com, "chenyu468" <chenyu468@y...> wrote:
> hi everyone,
> 1. According to the guide, it is necessary to build a binary-tree for
> representing the "state". The tree's leaves are "1" or "n" and
> internal nodes are "+" "-" "*" "/" "exp" operator.
>
> 1. I don't know how to check the "dead end" for expression. If
> no "dead end" check, it seems that only "breadth_first_search" is
> acceptable. The the speed and space complexity is too high.
>
> 2. the "action" set for replacing "1" is 16 (20-4) by deleting "n
> divide n", "1 divide 1", "1 multiply 1", "exp(1,1)", "
>     for replacing "n" is also 16 for the similar reason.
>    The expanding branch factor is too high (16). How to reduce it?
>
> 3. I don't know how to identify the "same state" from different path
> for avoiding expanding them. Could you tell me? Or is it possible to
> create unique tree everytime, therefore no need to identify them are
> the same state or not?
>
> Thank you in advance.
> kind regards/chenyu

#246 From: "SingleAgent" <singleagent@...>
Date: Fri Nov 14, 2003 2:49 am
Subject: Question 8.2
SingleAgent
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Question 8.2 asks
"Consider a knowledge base containing just two sentences: P(a) and P
(b). Does this knowledge base entail For All x P(x)? Explain in terms
of models"

The answer, as noted the the authors answer sheets is No, the KB does
not entail this.

If the knowledge base only has those two facts, then that is the
agents universe. That is all it knows. So I would like to argue that
For All x P(x) is true. If the KB contained other facts, then this
might not be true.

If the agent in Wumpus world knew of two squares (only two squares,
no knowledge that any other squares exists) and each square had a pit
in it, can we not say that For every square in the Agents Wumpus
world, that sqaure has a pit?

Isn't each agents universe different? All kings are persons is true
in our universe, but certainly not in EVERY universe.

What are your thoughts?

#247 From: "shahin_joon_2002" <shahin7@...>
Date: Fri Nov 14, 2003 7:52 am
Subject: Hi all , anybody know something about ABSOLVER
shahin_joon_...
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Dear All

I have a Question about ABSOLVER .

In page 103 it is witten that "Recently a program called ABSOLVER was
written that can generate heuristics automatically from problem
definitions , using the "relaxerd problem"... "

I just wanna know more about this ABSOLVER , does anybody know
anything about it or not ?

Thanks
Shawn

#248 From: "hhajizadeh1008" <hhajizadeh1008@...>
Date: Sun Nov 16, 2003 3:22 pm
Subject: Re: Hi all , anybody know something about ABSOLVER
hhajizadeh1008
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Gashtam Nabood
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Hajix

--- In aima-talk@yahoogroups.com, "shahin_joon_2002" <shahin7@c...>
wrote:
> Dear All
>
> I have a Question about ABSOLVER .
>
> In page 103 it is witten that "Recently a program called ABSOLVER
was
> written that can generate heuristics automatically from problem
> definitions , using the "relaxerd problem"... "
>
> I just wanna know more about this ABSOLVER , does anybody know
> anything about it or not ?
>
> Thanks
> Shawn

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