Computers and Thought

Computers and Thought

$32.99 AUD $15.00 AUD

Availability: in stock at our Tullamarine warehouse

Condition: SECONDHAND

This is a secondhand book. The jacket image is indicative only and does not represent the condition of this copy. For information about the condition of this book you can email us.

"Computers and Thought" contains the work of the scientists who not only defined the field of Artificial Intelligence, but who are responsible for having developed it into what it is today. Originally published in 1963, this collection includes 20 classic papers by such pioneers as A.M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. Among the now hard-to-find articles are reports of computer programmes that play chess and checkers, prove theorems in logic and geometry, solve problems in calculus, balance assembly lines, recognize visual temporal patterns, and communicate in natural language. The reports of simulation of cognitive processes include computer models of human behaviour in logic problems, deciding on common stock portfolios, and carrying out social interaction. Models of verbal learning behaviour, predictive behaviour in two-choice experiments, and concept formation are also included.

Author: Edward A. Feigenbaum (Stanford University)
Format: Paperback, 549 pages, 152mm x 224mm, 771 g
Published: 1995, MIT Press Ltd, United States
Genre: Computing: Professional & Programming

Reviews

Customer Reviews

Be the first to write a review
0%
(0)
0%
(0)
0%
(0)
0%
(0)
0%
(0)
Description
"Computers and Thought" contains the work of the scientists who not only defined the field of Artificial Intelligence, but who are responsible for having developed it into what it is today. Originally published in 1963, this collection includes 20 classic papers by such pioneers as A.M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. Among the now hard-to-find articles are reports of computer programmes that play chess and checkers, prove theorems in logic and geometry, solve problems in calculus, balance assembly lines, recognize visual temporal patterns, and communicate in natural language. The reports of simulation of cognitive processes include computer models of human behaviour in logic problems, deciding on common stock portfolios, and carrying out social interaction. Models of verbal learning behaviour, predictive behaviour in two-choice experiments, and concept formation are also included.