Contents. 1. Pattern recognition and perceptual learning. 2. Template recognition: rigidly undeviating shapes and perfectly spelled words. 3. N-tuple recognition: the dissection of patterns into their primitive pieces. 4. The recognition of configurations over varaitions. 5. The extraction of "meaningful features". 6. Differencing networks for the assessment of contours and curves. 7. The structure of pattern recognition programs I: independent characterizers, couting, and pre-processing. 8. Flexible, hierarchical pattern recognizers. 9. The structure of pattern recognition programs II: interrelated characterizers, scene anlaysis, and syntactic methods. 10. Problems-solving and thought. 11. Programs for game playing. 12. Programs for the japanese game go. 13 Theorem proving. 14. Ill-frmed problems, creativity, and converstaion. 15. Learning: a brief overview. 16. Some basic learning methods: induction and discovery. 17. Discovery: generation of new characterizers. 18. Planning, advice-taking and question asking. 19. Learning to genertae better operators. 20. Complete programs that induce, discover, modify characterizers, adjust parameters, and learn explicitly. 21. Epilogue and prologue. Appendix. Easey-1: an english-like program language.
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