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  2. Blocks world - Wikipedia

    en.wikipedia.org/wiki/Blocks_world

    Toy problems were invented with the aim to program an AI which can solve it. The blocks world domain is an example for a toy problem. Its major advantage over more realistic AI applications is, that many algorithms and software programs are available which can handle the situation. [2] This allows to compare different theories against each other.

  3. SHRDLU - Wikipedia

    en.wikipedia.org/wiki/SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks.

  4. Toy problem - Wikipedia

    en.wikipedia.org/wiki/Toy_problem

    Vacuum World, a shortest path problem in which the goal is to vacuum up all the pieces of dirt. In scientific disciplines, a toy problem [1] [2] or a puzzlelike problem [3] is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a ...

  5. Depth-first search - Wikipedia

    en.wikipedia.org/wiki/Depth-first_search

    It is also possible to use depth-first search to linearly order the vertices of a graph or tree. There are four possible ways of doing this: A preordering is a list of the vertices in the order that they were first visited by the depth-first search algorithm. This is a compact and natural way of describing the progress of the search, as was ...

  6. Answer set programming - Wikipedia

    en.wikipedia.org/wiki/Answer_set_programming

    An early example of answer set programming was the planning method proposed in 1997 by Dimopoulos, Nebel and Köhler. [3] [4] Their approach is based on the relationship between plans and stable models. [5] In 1998 Soininen and Niemelä [6] applied what is now known as answer set programming to the problem of product configuration. [4]

  7. Stanford Research Institute Problem Solver - Wikipedia

    en.wikipedia.org/wiki/Stanford_Research...

    The Stanford Research Institute Problem Solver, known by its acronym STRIPS, is an automated planner developed by Richard Fikes and Nils Nilsson in 1971 at SRI International. [1] The same name was later used to refer to the formal language of the inputs to this planner.

  8. Blocksworld - Wikipedia

    en.wikipedia.org/wiki/Blocksworld

    Action Blocks: These blocks can perform a respective action, such as motors, tank treads, wheels, hinges, and rockets. Actions : These can be used inside a block's action panel. When playing a world, they tell blocks to perform actions such as speaking, exploding, disappearing and reappearing, sparkling, etc. Controls such as a joystick and ...

  9. Algorithms + Data Structures = Programs - Wikipedia

    en.wikipedia.org/wiki/Algorithms_+_Data...

    Algorithms + Data Structures = Programs [1] is a 1976 book written by Niklaus Wirth covering some of the fundamental topics of system engineering, computer programming, particularly that algorithms and data structures are inherently related. For example, if one has a sorted list one will use a search algorithm optimal for sorted lists.

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