25 resultados para BPAS (Computer program)

em Massachusetts Institute of Technology


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SIR is a computer system, programmed in the LISP language, which accepts information and answers questions expressed in a restricted form of English. This system demonstrates what can reasonably be called an ability to "understand" semantic information. SIR's semantic and deductive ability is based on the construction of an internal model, which uses word associations and property lists, for the relational information normally conveyed in conversational statements. A format-matching procedure extracts semantic content from English sentences. If an input sentence is declarative, the system adds appropriate information to the model. If an input sentence is a question, the system searches the model until it either finds the answer or determines why it cannot find the answer. In all cases SIR reports its conclusions. The system has some capacity to recognize exceptions to general rules, resolve certain semantic ambiguities, and modify its model structure in order to save computer memory space. Judging from its conversational ability, SIR, is a first step toward intelligent man-machine communication. The author proposes a next step by describing how to construct a more general system which is less complex and yet more powerful than SIR. This proposed system contains a generalized version of the SIR model, a formal logical system called SIR1, and a computer program for testing the truth of SIR1 statements with respect to the generalized model by using partial proof procedures in the predicate calculus. The thesis also describes the formal properties of SIR1 and how they relate to the logical structure of SIR.

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This report is concerned with the problem of achieving flexibility (additivity, modularity) and efficiency (performance, expertise) simultaneously in one AI program. It deals with the domain of elementary electronic circuit design. The proposed solution is to provide a deduction-driven problem solver with built-in-control-structure concepts. This problem solver and its knowledge base in the applicaitn areas of design and electronics are descrbed. The prgram embodying it is being used to explore the solutionof some modest problems in circuit design. It is concluded that shallow reasoning about problem-solver plans is necessary for flexibility, and can be implemented with reasonable efficiency.

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This paper describes a system for the computer understanding of English. The system answers questions, executes commands, and accepts information in normal English dialog. It uses semantic information and context to understand discourse and to disambiguate sentences. It combines a complete syntactic analysis of each sentence with a "heuristic understander" which uses different kinds of information about a sentence, other parts of the discourse, and general information about the world in deciding what the sentence means. It is based on the belief that a computer cannot deal reasonably with language unless it can "understand" the subject it is discussing. The program is given a detailed model of the knowledge needed by a simple robot having only a hand and an eye. We can give it instructions to manipulate toy objects, interrogate it about the scene, and give it information it will use in deduction. In addition to knowing the properties of toy objects, the program has a simple model of its own mentality. It can remember and discuss its plans and actions as well as carry them out. It enters into a dialog with a person, responding to English sentences with actions and English replies, and asking for clarification when its heuristic programs cannot understand a sentence through use of context and physical knowledge.

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An investigation is made into the problem of constructing a model of the appearance to an optical input device of scenes consisting of plane-faced geometric solids. The goal is to study algorithms which find the real straight edges in the scenes, taking into account smooth variations in intensity over faces of the solids, blurring of edges and noise. A general mathematical analysis is made of optimal methods for identifying the edge lines in figures, given a raster of intensities covering the entire field of view. There is given in addition a suboptimal statistical decision procedure, based on the model, for the identification of a line within a narrow band on the field of view given an array of intensities from within the band. A computer program has been written and extensively tested which implements this procedure and extracts lines from real scenes. Other programs were written which judge the completeness of extracted sets of lines, and propose and test for additional lines which had escaped initial detection. The performance of these programs is discussed in relation to the theory derived from the model, and with regard to their use of global information in detecting and proposing lines.

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A computer program, named ADEPT (A Distinctly Empirical Prover of Theorems), has been written which proves theorems taken from the abstract theory of groups. Its operation is basically heuristic, incorporating many of the techniques of the human mathematician in a "natural" way. This program has proved almost 100 theorems, as well as serving as a vehicle for testing and evaluating special-purpose heuristics. A detailed description of the program is supplemented by accounts of its performance on a number of theorems, thus providing many insights into the particular problems inherent in the design of a procedure capable of proving a variety of theorems from this domain. Suggestions have been formulated for further efforts along these lines, and comparisons with related work previously reported in the literature have been made.

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The Kineticist's Workbench is a computer program currently under development whose purpose is to help chemists understand, analyze, and simplify complex chemical reaction mechanisms. This paper discusses one module of the program that numerically simulates mechanisms and constructs qualitative descriptions of the simulation results. These descriptions are given in terms that are meaningful to the working chemist (e.g., steady states, stable oscillations, and so on); and the descriptions (as well as the data structures used to construct them) are accessible as input to other programs.

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The Bifurcation Interpreter is a computer program that autonomously explores the steady-state orbits of one-parameter families of periodically- driven oscillators. To report its findings, the Interpreter generates schematic diagrams and English text descriptions similar to those appearing in the science and engineering research literature. Given a system of equations as input, the Interpreter uses symbolic algebra to automatically generate numerical procedures that simulate the system. The Interpreter incorporates knowledge about dynamical systems theory, which it uses to guide the simulations, to interpret the results, and to minimize the effects of numerical error.

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Humans rapidly and reliably learn many kinds of regularities and generalizations. We propose a novel model of fast learning that exploits the properties of sparse representations and the constraints imposed by a plausible hardware mechanism. To demonstrate our approach we describe a computational model of acquisition in the domain of morphophonology. We encapsulate phonological information as bidirectional boolean constraint relations operating on the classical linguistic representations of speech sounds in term of distinctive features. The performance model is described as a hardware mechanism that incrementally enforces the constraints. Phonological behavior arises from the action of this mechanism. Constraints are induced from a corpus of common English nouns and verbs. The induction algorithm compiles the corpus into increasingly sophisticated constraints. The algorithm yields one-shot learning from a few examples. Our model has been implemented as a computer program. The program exhibits phonological behavior similar to that of young children. As a bonus the constraints that are acquired can be interpreted as classical linguistic rules.

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This thesis proposes a computational model of how children may come to learn the meanings of words in their native language. The proposed model is divided into two separate components. One component produces semantic descriptions of visually observed events while the other correlates those descriptions with co-occurring descriptions of those events in natural language. The first part of this thesis describes three implementations of the correlation process whereby representations of the meanings of whole utterances can be decomposed into fragments assigned as representations of the meanings of individual words. The second part of this thesis describes an implemented computer program that recognizes the occurrence of simple spatial motion events in simulated video input.

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This report describes MM, a computer program that can model a variety of mechanical and fluid systems. Given a system's structure and qualitative behavior, MM searches for models using an energy-based modeling framework. MM uses general facts about physical systems to relate behavioral and model properties. These facts enable a more focussed search for models than would be obtained by mere comparison of desired and predicted behaviors. When these facts do not apply, MM uses behavior-constrained qualitative simulation to verify candidate models efficiently. MM can also design experiments to distinguish among multiple candidate models.

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This research is concerned with designing representations for analytical reasoning problems (of the sort found on the GRE and LSAT). These problems test the ability to draw logical conclusions. A computer program was developed that takes as input a straightforward predicate calculus translation of a problem, requests additional information if necessary, decides what to represent and how, designs representations capturing the constraints of the problem, and creates and executes a LISP program that uses those representations to produce a solution. Even though these problems are typically difficult for theorem provers to solve, the LISP program that uses the designed representations is very efficient.

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Objects move, collide, flow, bend, heat up, cool down, stretch, compress and boil. These and other things that cause changes in objects over time are intuitively characterized as processes. To understand common sense physical reasoning and make programs that interact with the physical world as well as people do we must understand qualitative reasoning about processes, when they will occur, their effects, and when they will stop. Qualitative Process theory defines a simple notion of physical process that appears useful as a language in which to write dynamical theories. Reasoning about processes also motivates a new qualitative representation for quantity in terms of inequalities, called quantity space. This report describes the basic concepts of Qualitative Process theory, several different kinds of reasoning that can be performed with them, and discusses its impact on other issues in common sense reasoning about the physical world, such as causal reasoning and measurement interpretation. Several extended examples illustrate the utility of the theory, including figuring out that a boiler can blow up, that an oscillator with friction will eventually stop, and how to say that you can pull with a string but not push with it. This report also describes GIZMO, an implemented computer program which uses Qualitative Process theory to make predictions and interpret simple measurements. The represnetations and algorithms used in GIZMO are described in detail, and illustrated using several examples.

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This thesis investigates the problem of controlling or directing the reasoning and actions of a computer program. The basic approach explored is to view reasoning as a species of action, so that a program might apply its reasoning powers to the task of deciding what inferences to make as well as deciding what other actions to take. A design for the architecture of reasoning programs is proposed. This architecture involves self-consciousness, intentional actions, deliberate adaptations, and a form of decision-making based on dialectical argumentation. A program based on this architecture inspects itself, describes aspects of itself, and uses this self-reference and these self-descriptions in making decisions and taking actions. The program's mental life includes awareness of its own concepts, beliefs, desires, intentions, inferences, actions, and skills. All of these are represented by self-descriptions in a single sort of language, so that the program has access to all of these aspects of itself, and can reason about them in the same terms.

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A large computer program has been developed to aid applied mathematicians in the solution of problems in non-numerical analysis which involve tedious manipulations of mathematical expressions. The mathematician uses typed commands and a light pen to direct the computer in the application of mathematical transformations; the intermediate results are displayed in standard text-book format so that the system user can decide the next step in the problem solution. Three problems selected from the literature have been solved to illustrate the use of the system. A detailed analysis of the problems of input, transformation, and display of mathematical expressions is also presented.

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This paper describes BUILD, a computer program which generates plans for building specified structures out of simple objects such as toy blocks. A powerful heuristic control structure enables BUILD to use a number of sophisticated construction techniques in its plans. Among these are the incorporation of pre-existing structure into the final design, pre-assembly of movable sub-structures on the table, and use of the extra blocks as temporary supports and counterweights in the course of construction. BUILD does its planning in a modeled 3-space in which blocks of various shapes and sizes can be represented in any orientation and location. The modeling system can maintain several world models at once, and contains modules for displaying states, testing them for inter-object contact and collision, and for checking the stability of complex structures involving frictional forces. Various alternative approaches are discussed, and suggestions are included for the extension of BUILD-like systems to other domains. Also discussed are the merits of BUILD's implementation language, CONNIVER, for this type of problem solving.