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Artificial intelligence projects for the Commodore 64

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Discover a whole new dimension in your C-64's programming abilities!
If you're tired of ordinary computer games . . . if you're looking for something exciting and different to do with your C-64 . . . here's the answer! It's a whole collection of artificial intelligence (AI) projects designed to tap your micro's real problem-solving capabilities for both practical and entertainment applications.
Leading off with a definition of artificial intelligence and an overview of AI concepts, the author provides 16 ready-0to-rn programs in BASIC to illustrate your micro's cognitive powers. You'll cover tree searches (testing all possible solutions to a problem), heuristics (a modified trial-and-error technique), algorithms, and pattern searching/recognition routines.
You'll find out how to solve simple -- and not-so-simple--puzzles like Towers of Hanoi and the Knight's Tour of the Chessboard . . . explore concepts of animal behavior and how it can be simulated . . . analyze how natural language can be recognized and acted on by the computer . . . simulate an actual human-machine conversation . . . and use an interactive routine that allows your micro to make deductions through clever application of set theory. There's even a program that allows your micro to write its own program modifications!
And, as an extra bonus, the author has include a functioning word processing program (which he used to write this book's manuscript) and a graphics program that lets you draw on the screen with a joystick.
Totally fascinating and packed with techniques that will help you improve all your BASIC programming practice, this is a sourcebook that will open a whole new dimension in your computer usage!
Timothy J. O'Malley is a writer and programmer whose experience spans both mainframe and microcomputer experiments in artificial intelligence.

129 pages, Paperback

Published January 1, 1985

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Profile Image for David.
1,167 reviews62 followers
July 5, 2019
Read this on a long flight. The self-modifying BASIC was kinda cute. Missed opportunity on the tree discussion to not bring up alpha–beta pruning (even Atari 2600 games with 128 bytes of RAM made use of that).
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