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Knowledge acquisition is the process used to define the rules and ontologies required for a knowledge-based system. The phrase was first used in conjunction with expert systems to describe the initial tasks associated with developing an expert system, namely finding and interviewing domain experts and capturing their knowledge via rules ...
The first knowledge-based systems were primarily rule-based expert systems. These represented facts about the world as simple assertions in a flat database and used domain-specific rules to reason about these assertions, and then to add to them. One of the most famous of these early systems was Mycin, a program for medical diagnosis.
Knowledge work can be differentiated from other forms of work by its emphasis on "non-routine" problem solving that requires a combination of convergent and divergent thinking. [2] But despite the amount of research and literature on knowledge work, there is no succinct definition of the term. [3]
The work of John von Neumann established game theory as its own independent field in the early-to-mid 20th century, with von Neumann publishing his paper On the Theory of Games of Strategy in 1928. [ 10 ] [ 11 ] Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets , which became a ...
It is a core component of how game theorists analyze extensive-form games. The formal definition of perfect recall involves the concept of information sets in extensive-form games. It ensures that if a player reaches a certain information set, the player's past actions and information are consistent with all the nodes within that information set.
The first game is simply sequential―when player 2 makes a choice, both parties are already aware of whether player 1 has chosen O(pera) or F(ootball). The second game is also sequential, but the dotted line shows player 2's information set. This is the common way to show that when player 2 moves, he or she is not aware of what player 1 did.
The work system framework is often represented with a triangular scheme. [4] [5] [6] The work system itself consists of four elements: the processes and activities, participants, information, and technologies. Five other elements must be included in even a rudimentary understanding of a work system's operation, context, and significance.
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.