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1969
1956
1959
1971
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3
4 for even number of states, 3 for odd number
4
N (=number of states)
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Limit the breadth (search only through interesting branches)
Limit the depth
Ignore low expected values
Only use branches with a high expectation of a positive outcome
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Is faster by applying different techniques
Has 65536 cases
Uses heuristics to select an appropriate search
Looks up all possible cases
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Knowledge that is helpful for solving a problem
Can also go wrong
Guarantees a result that satisfies our problem
Mostly a function that estimates the quality of a state
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The (human) brain
Ants
Quantum Computers
A very old mathematical formula
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A layer of perceptrons between the input layer and the output layer
A static layer of perceptrons that doesn’t change during the learning process
Another way of describing the input layer
The layer of perceptrons which provides biased weights to the network
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Based on simple building blocks
Model the human brain
Behave complex
Have normally two layers (input and output)
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For every step, there is a chance of making the problem worse by removing/adding states to the intial state
First Order Logic works with quantifiers which are superflous for planning
For every step, one has to declare all remaining states again
First Order Logic is not complete and sound, so it is possible to prove something wrong
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Capable of capturing syntactic and semantic relationships between different words
Can have out-of-vocabulary words as well
Effort for humans to tag data was less, because it is a unsupervised technique
Vector size is not direct proportional to vocabular size
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FTDC
TCDC
ENIAC
DCK1
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Reproduction
Mutation
Cross-Over
Fitness-function
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If null move search (sometimes at reduced depth) results in a cutoff, assume that making a move will do the same
Approaches a round where both players don’t make a move
Sometimes a move can make state worse (Zugzwang), which is a problem that has to be considered while null-move pruning
Add a null move to the search
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It depends on the number of output links
It depends on the number of input links
The number changes throughout the learning process
Only one, independent of the number of input and output links
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Handwritten text recognition
Approxing solutions for high polynomial formulas
Clustering of unlabeled data
Distinguishing between spam and normal mails
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Uses MCTS
Uses semi-supervised learning
Uses Deep Learning
Uses reinforcement learning
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Passed a restricted Turing test
Was able to give absurd responses
Was the predecessor of ELIZA
Attempted to behave like a paranoid schizophrenic
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Can be unary, binary or higher-order constraints
Should be respected as much as possible
State how to solve the problem
Have to be implemented for solving CSP’s
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R ≪ 1
The ratio does not affect the performance at all
R ≫ 1
R ≈ 1
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Proving whether the first player will win, lose or draw from the initial position, given perfect play on both sides
Provide an algorithm for a guaranteed draw
Provide an algorithm which can produce perfect play from any position
Provide an algorithm which secures a win for one player, or a draw for either, against any possible moves by the opponent from the initial position only
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Solving the puzzle by maximizing the heurisitics and minimize the variables
Maximizes the number of constraints and minimizes the number of variables or vice versa, s. t. R=number of constraints/number of variables is not in the near of the ratio 1
Solving the puzzle by maximizing the result and minimizing the amount of time needed to solve the puzzle
Minimizing the score of all moves if player 2 is to move and maximizing the score of all moves if it is player 1 to move.
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Cutting of the search earlier if a heuristic evaluation function states that this branch is not promising
Using some random factor, which at some point reaches a certain value to stop further searching of this branch
Using special hardware instead of normal computer hardware (e.g. chess hardware)
Solving the formula tree bottom up, which can approx. halfen the processing time
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Given a task T, a number of training data N and a performance measure P
Given a task T, a learning rule R and the number of training data N
Given a performance mesaure P, a learning rule R and the experience of the training data E
Given a task T, a performance mesure P and a experience with the task E
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Sigmoid activation function
Threshold activiation function
Evaluation activation function
G(x):=1/(1+exp(-x))
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Learned to play only from self-play
Uses null-move pruning
Lost to AlphaGo 100-0
Uses a lot more data than AlphaGo to become stronger
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