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Ebook: Knowledge representation and reasoning

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27.01.2024
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Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do "This text takes the central concepts of knowledge representation developed over the last 50 years and illustrates them in a lucid and compelling way. Each of the various styles of representation is presented in a simple and intuitive form, and the basics of reasoning with that representation are explained in detail. This approach gives readers a solid foundation for understanding the more advanced work found in the research literature.The presentation is clear enough to be accessible to a broad audience, including researchers and practitioners in database management, information retrieval, and object-oriented systems as well as artificial intelligence. This book provides the foundation in knowledge representation and reasoning that every AI practitioner needs."--BOOK JACKET.  Read more... The language of first-order logic -- Expressing knowledge -- Resolution -- Reasoning with horn clauses -- Procedural control of reasoning -- Rules in production systems -- Object-oriented representation -- Structured descriptions -- Inheritance -- Defaults -- Vagueness, uncertainty, and degrees of belief -- Explanation and diagnosis -- Actions -- Planning -- The tradeoff between expressiveness and tractability
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