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Prolog:
Still we can take our card game from the previous lecture like a case study for the implementation of a logic-based expert system. So there the rules were: four cards are laid on the table face up. Now Player 1 takes the first card, they take it in turns until they both have two cards each. And to see who has won, and they each add up their two card numbers, the winner is the one with the highest even number. So there the winner scores the even number they have. But see if there's no even number, and both players achieve the same even number, so then the game is drawn. Than it could be argued that undertaking a minimax search is a little avoidable for this game, this means that we could easily simplified a set of rules for each player, and so that they choose cards rationally. Just to demonstrate this, there we will derive down some Prolog rules that specify how player one should choose the first card.
For more understand we see example, assume there the cards dealt were as: 4, 5, 6, 10. So now in this case, there the best choice of action for player one is to choose the 10, and followed presumably by the 4, hence player two will pick the 6. After that we need to abstract from this particular example to the general case as: we see such there were three even numbers or one odd one, and according that player one is guaranteed another even number to match the one they chose for match.
Pruning - Artificial intelligence Remember that pruning a search space means deciding that particular branches should not be explored. If an agent surly knows that exploring
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