ai_373

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Across
  1. 2. A fundamental AI problem-solving technique involving finding a suitable path from an initial state to a goal state.
  2. 6. The base game playing algorithm for two-person, zero-sum, perfect information games, which involves alternating between maximizing the computer's score and minimizing the opponent's best response.
  3. 7. Across 4: Descriptive knowledge, sometimes called "knowing-that," often formalized in facts and logical statements.
  4. 9. A type of AI system developed in the 1970s and 1980s that captured explicit human knowledge, typically in the form of IF-THEN rules, to solve specific, narrowly defined problems.
  5. 10. The practical complexity barrier in AI where the search complexity for problems (often $O(b^d)$) grows exponentially, quickly exceeding computing capabilities.
  6. 11. The logical principle ensuring that the truth of a conclusion is implicitly guaranteed by the truth of the premises.
  7. 12. The goal of AI that holds that a program can simulate intelligent behavior without making any claims to actual internal understanding or consciousness.
Down
  1. 1. Imperative knowledge, or "knowing-how to do something," exemplified by instruction lists or procedures.
  2. 3. Rules of thumb or informal estimates used in informed search algorithms (like A* Search) to focus the search on promising paths.
  3. 4. The operational assessment for intelligent behavior where a human interrogator tries to determine if they are communicating with a machine or a person based purely on textual responses.
  4. 5. The abbreviation for the grand goal of building machines that possess general-purpose human-level intelligence.
  5. 8. The early 1960s program famous for achieving an "illusion of understanding" in dialogue using simple keyword patterns and canned responses.