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One method of choice is embodied in [[backtracking]] systems (such as [[Amb (evaluator)|Amb]],<ref>{{Cite web|url=https://mitpress.mit.edu/sites/default/files/sicp/full-text/book/book-Z-H-28.html#%_sec_4.3.3|title=Structure and Interpretation of Computer Programs}}</ref> or unification in [[Prolog]]), in which some alternatives may "fail," causing the program to backtrack and try other alternatives. If all alternatives fail at a particular choice point, then an entire branch fails, and the program will backtrack further, to an older choice point. One complication is that, because any choice is tentative and may be remade, the system must be able to restore old program states by undoing side-effects caused by partially executing a branch that eventually failed.
Another method of choice is reinforcement learning, embodied in systems such as [[Alisp]].<ref>{{cite journal|author1=David Andre |author2=Stuart J. Russell|title=State abstraction for programmable reinforcement learning agents|journal=Eighteenth
==See also==
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