Pembelajaran mesin (Malay Wikipedia)

Analysis of information sources in references of the Wikipedia article "Pembelajaran mesin" in Malay language version.

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britannica.com

doi.org

doi.org

  • Barangkali diparikatakan daripada: Samuel, Arthur (1959). "Some Studies in Machine Learning Using the Game of Checkers". IBM Journal of Research and Development. 3 (3). doi:10.1147/rd.33.0210..
    Confer Koza, John R.; Bennett, Forrest H.; Andre, David; Keane, Martin A. (1996). "Automated Design of Both the Topology and Sizing of Analog Electrical Circuits Using Genetic Programming" (dalam bahasa Inggeris). Artificial Intelligence in Design ’96. Springer, Dordrecht. m/s. 151–170. doi:10.1007/978-94-009-0279-4_9. https://link.springer.com/chapter/10.1007/978-94-009-0279-4_9. "Paraphrasing Arthur Samuel (1959), the question is: How can computers learn to solve problems without being explicitly programmed?"

dx.doi.org

  • Barangkali diparikatakan daripada: Samuel, Arthur (1959). "Some Studies in Machine Learning Using the Game of Checkers". IBM Journal of Research and Development. 3 (3). doi:10.1147/rd.33.0210..
    Confer Koza, John R.; Bennett, Forrest H.; Andre, David; Keane, Martin A. (1996). "Automated Design of Both the Topology and Sizing of Analog Electrical Circuits Using Genetic Programming" (dalam bahasa Inggeris). Artificial Intelligence in Design ’96. Springer, Dordrecht. m/s. 151–170. doi:10.1007/978-94-009-0279-4_9. https://link.springer.com/chapter/10.1007/978-94-009-0279-4_9. "Paraphrasing Arthur Samuel (1959), the question is: How can computers learn to solve problems without being explicitly programmed?"

springer.com

link.springer.com

  • Barangkali diparikatakan daripada: Samuel, Arthur (1959). "Some Studies in Machine Learning Using the Game of Checkers". IBM Journal of Research and Development. 3 (3). doi:10.1147/rd.33.0210..
    Confer Koza, John R.; Bennett, Forrest H.; Andre, David; Keane, Martin A. (1996). "Automated Design of Both the Topology and Sizing of Analog Electrical Circuits Using Genetic Programming" (dalam bahasa Inggeris). Artificial Intelligence in Design ’96. Springer, Dordrecht. m/s. 151–170. doi:10.1007/978-94-009-0279-4_9. https://link.springer.com/chapter/10.1007/978-94-009-0279-4_9. "Paraphrasing Arthur Samuel (1959), the question is: How can computers learn to solve problems without being explicitly programmed?"

stanford.edu

ai.stanford.edu

techcrunch.com