Practical Artificial Intelligence Programming in Java

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Practical Artificial Intelligence Programming in Java. Version 1.2, last updated January 1, 2006. by Mark Watson. This work is licensed under the Creative …

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Practical Artificial Intelligence Programming in Java
Version 1.2, last updated January 1, 2006.
by Mark Watson.
This work is licensed under the Creative Commons Attribution NoDerivs NonCommercial License.
Additional license terms:
? No commercial use without author’s permission
? The work is published “AS IS” with no implied or expressed warranty - you accept all risks for the use of both the
Free Web Book and any software program examples that are bundled with the work.
This web book may be distributed freely in an unmodified form. Please report any errors to
markw@markwatson.com and look occasionally at Open Content (Free Web Books) at www.markwatson.com for
newer versions.
Requests from the author
I live in a remote area, the mountains of Northern Arizona and work remotely via the Internet. Although I really enjoy
writing Open Content documents like this Web Book and working on Open Source projects, I earn my living as a
consultant. I specialize in artificial intelligence applications, software design, and development in Java, Common Lisp,
and Ruby. Please keep me in mind for consulting jobs!Table of Contents
Table of Contents…………………………………………………………………………………………………………………………………………………………………2
Preface……………………………………………………………………………………………………………………………………………………………………………….5
Acknowledgements…………………………………………………………………………………………………………………………………………………………………… ……5
Introduction………………………………………………………………………………………………………………………………………………………………………..6
Notes for users of UNIX and Linux……………………………………………………………………………………………………………………………………………….. ..7
Use of the Unified Modeling Language (UML) in this book………………………………………………………………………………………….. …………………..7
Chapter 1. Search………………………………………………………………………………………………………………………………………………………………10
1.1 Representation of State Space, Nodes in Search Trees and Search Operators……………………………………………………………………..10
1.2 Finding paths in mazes…………………………………………………………………………………………………………………………………………………………. …12
1.3 Finding Paths in Graphs…………………………………………………………………………………………………………………………………………….. …………..19
1.4 Adding heuristics to Breadth First Search……………………………………………………………………………………………………………………………….. .26
1.5 Search and Game Playing……………………………………………………………………………………………………………………………………………… ………..27
1.5.1 Alpha-Beta search………………………………………………………………………………………………………………………………………………………………………………………27
1.5.2 A Java Framework for Search and Game Playing……………………………………………………………………………………………………………………………………………28
1.5.3 TicTacToe using the alpha beta search algorithm……………………………………………………………………………………………………………………………………………33
1.5.4 Chess using the alpha beta search algorithm…………………………………………………………………………………………………………………………………………………..38
Chapter 2. Natural Language Processing…………………………………………………………………………………………………………………………….46
2.1 ATN Parsers………………………………………………………………………………………………………………………………………………………………… …………47
2.1.1 Lexicon data for defining word types……………………………………………………………………………………………………………………………………………………………50
2.1.2 Design and implementation of an ATN parser in Java……………………………………………………………………………………………………………………………………..51
2.1.3 Testing the Java ATN parser…………………………………………………………………………………………………………………………………………………………………………57
2.2 Using Prolog for NLP………………………………………………………………………………………………………………………………………………….. ………….58
2.2.1 Prolog examples of parsing simple English sentences……………………………………………………………………………………………………………………………………..58
2.2.2 Embedding Prolog rules in a Java application………………………………………………………………………………………………………………………………………………..61
Chapter…

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