Branches of Artificial Intelligence
This partial list of branches and topics of Artificial Intelligence is open-ended, leaving allowance for new developments. The branches of game playing, problem solving and language processing are self-explanatory.
The branch of inference relates to default reasoning. It suggests that certain conclusions can be inferred based on other given facts, but also maintains that any conclusions made can be withdrawn should new information come to light and prove them wrong. An example is when one infers that a bird can fly until he learns that the bird is an ostrich.
Pattern recognition occurs when a program is designed to compare what it observes with a pattern. A vision program, for example may seek to match a mouth-nose-ears-eyes pattern so as to locate a face.
Epistemology is the study of the types of knowledge needed for problem-solving. Ontology is the study of what objects are and what they are made of. Experiential learning is a branch that is a specialty of artificial intelligence based on neural networks. Another branch is planning programs, which use general facts, specific facts and a known goal in order to devise a successful end to the goal. Commonly, the devised plan is no more than a sequence of actions.
Book Resources On Branches of Artificial IntelligenceArtificial Intelligence: A Modern Approach by Russel and Norvig The Brain Makers by HP Newquist
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