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  • Articles  (90)
  • Articles: DFG German National Licenses  (90)
  • Chemistry  (77)
  • Nuclear Reactions  (5)
  • game playing  (4)
  • indole-3-butyric acid  (4)
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  • 1
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Nuclear Physics, Section A 174 (1971), S. 161-172 
    ISSN: 0375-9474
    Keywords: Nuclear Reactions
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Physics
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Nuclear Physics, Section A 255 (1975), S. 250-266 
    ISSN: 0375-9474
    Keywords: Nuclear Reactions
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Physics
    Type of Medium: Electronic Resource
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  • 3
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Nuclear Physics, Section A 133 (1969), S. 537-544 
    ISSN: 0375-9474
    Keywords: Nuclear Reactions
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Physics
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Nuclear Physics, Section A 202 (1973), S. 593-601 
    ISSN: 0375-9474
    Keywords: Nuclear Reactions
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Physics
    Type of Medium: Electronic Resource
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  • 5
    Electronic Resource
    Electronic Resource
    Amsterdam : Elsevier
    Nuclear Physics, Section A 163 (1971), S. 378-400 
    ISSN: 0375-9474
    Keywords: Nuclear Reactions
    Source: Elsevier Journal Backfiles on ScienceDirect 1907 - 2002
    Topics: Physics
    Type of Medium: Electronic Resource
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    Constraints 3 (1998), S. 239-253 
    ISSN: 1572-9354
    Keywords: machine learning ; game playing ; spatial cognition ; extensible architectures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper describes an architecture that begins with enough general knowledge to play any board game as a novice, and then shifts its decision-making emphasis to learned, game-specific, spatially-oriented heuristics. From its playing experience, it acquires game-specific knowledge about both patterns and spatial concepts. The latter are proceduralized as learned, spatially-oriented heuristics. These heuristics represent a new level of feature aggregation that effectively focuses the program's attention. While training against an external expert, the program integrates these heuristics robustly. After training it exhibits both a new emphasis on spatially-oriented play and the ability to respond to novel situations in a spatially-oriented manner. This significantly improves performance against a variety of opponents. In addition, we address the issue of context on pattern learning. The procedures described here move toward learning spatially-oriented heuristics for autonomous programs in other spatial domains.
    Type of Medium: Electronic Resource
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  • 7
    Electronic Resource
    Electronic Resource
    Springer
    Minds and machines 2 (1992), S. 239-265 
    ISSN: 1572-8641
    Keywords: Representation ; cognitive architecture ; concepts ; machine learning ; game playing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Philosophy
    Notes: Abstract The extent to which concepts, memory, and planning are necessary to the simulation of intelligent behavior is a fundamental philosophical issue in Artificial Intelligence. An active and productive segement of the AI community has taken the position that multiple low-level agents, properly organized, can account for high-level behavior. Empirical research on these questions with fully operational systems has been restricted to mobile robots that do simple tasks. This paper recounts experiments with Hoyle, a system in a cerebral, rather than a physical, domain. The program learns to perform well and quickly, often outpacing its human creators at two-person, perfect information board games. Hoyle demonstrates that a surprising amount of intelligent behavior can be treated as if it were situation-determined, that often planning is unnecessary, and that the memory required to support this learning is minimal. Concepts, however, are crucial to this reactive program's ability to learn and perform.
    Type of Medium: Electronic Resource
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  • 8
    Electronic Resource
    Electronic Resource
    Springer
    Machine learning 15 (1994), S. 251-277 
    ISSN: 0885-6125
    Keywords: training ; competition ; game playing ; reliability
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition.
    Type of Medium: Electronic Resource
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  • 9
    Electronic Resource
    Electronic Resource
    Springer
    Machine learning 15 (1994), S. 251-277 
    ISSN: 0885-6125
    Keywords: training ; competition ; game playing ; reliability
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition.
    Type of Medium: Electronic Resource
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  • 10
    Electronic Resource
    Electronic Resource
    Springer
    Plant growth regulation 12 (1993), S. 17-22 
    ISSN: 1573-5087
    Keywords: indole-3-acetic acid ; indole-3-butyric acid ; IBA-aspartic acid ; IBA-glucose ; protea ; rooting
    Source: Springer Online Journal Archives 1860-2000
    Topics: Agriculture, Forestry, Horticulture, Fishery, Domestic Science, Nutrition
    Notes: Abstract Indole-3-butyric acid (IBA) greatly enhanced the rooting of an early-flowering variety of protea, Leucadendron discolor, but had very little effect on a late-flowering variety. IBA transport and metabolism were studied in both varieties after incubating the cuttings in 3H-IBA. More of the radio-label was transported to the leaves of the easy-to-root variety than the difficult-to-root (35–45% and 10%, respectively). IBA was metabolized rapidly by the cuttings of both varieties and after 24 h most of the label was in the new metabolite. However, free IBA (about 10%) was present in the cuttings during the whole period up to the time of root emergence (4 weeks). More free IBA was accumulated in the base of easy-to-root cuttings, while in the difficult-to-root variety most of the IBA was found in the leaves. The metabolite was identified tentatively as an ester conjugate with a glucose. It is possible that IBA-glucose serves as a source for free IBA, and the difference between the varieties is a consequence of the free IBA which is released, transported and accumulated in the site of a root formation.
    Type of Medium: Electronic Resource
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