9 resultados para Rule-based games

em Massachusetts Institute of Technology


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During the past few years, there has been much discussion of a shift from rule-based systems to principle-based systems for natural language processing. This paper outlines the major computational advantages of principle-based parsing, its differences from the usual rule-based approach, and surveys several existing principle-based parsing systems used for handling languages as diverse as Warlpiri, English, and Spanish, as well as language translation.

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Free-word order languages have long posed significant problems for standard parsing algorithms. This thesis presents an implemented parser, based on Government-Binding (GB) theory, for a particular free-word order language, Warlpiri, an aboriginal language of central Australia. The words in a sentence of a free-word order language may swap about relatively freely with little effect on meaning: the permutations of a sentence mean essentially the same thing. It is assumed that this similarity in meaning is directly reflected in the syntax. The parser presented here properly processes free word order because it assigns the same syntactic structure to the permutations of a single sentence. The parser also handles fixed word order, as well as other phenomena. On the view presented here, there is no such thing as a "configurational" or "non-configurational" language. Rather, there is a spectrum of languages that are more or less ordered. The operation of this parsing system is quite different in character from that of more traditional rule-based parsing systems, e.g., context-free parsers. In this system, parsing is carried out via the construction of two different structures, one encoding precedence information and one encoding hierarchical information. This bipartite representation is the key to handling both free- and fixed-order phenomena. This thesis first presents an overview of the portion of Warlpiri that can be parsed. Following this is a description of the linguistic theory on which the parser is based. The chapter after that describes the representations and algorithms of the parser. In conclusion, the parser is compared to related work. The appendix contains a substantial list of test cases ??th grammatical and ungrammatical ??at the parser has actually processed.

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The Behavior Language is a rule-based real-time parallel robot programming language originally based on ideas from [Brooks 86], [Connell 89], and [Maes 89]. It compiles into a modified and extended version of the subsumption architecture [Brooks 86] and thus has backends for a number of processors including the Motorola 68000 and 68HCll, the Hitachi 6301, and Common Lisp. Behaviors are groups of rules which are activatable by a number of different schemes. There are no shared data structures across behaviors, but instead all communication is by explicit message passing. All rules are assumed to run in parallel and asynchronously. It includes the earlier notions of inhibition and suppression, along with a number of mechanisms for spreading of activation.

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This thesis introduces elements of a theory of design activity and a computational framework for developing design systems. The theory stresses the opportunistic nature of designing and the complementary roles of focus and distraction, the interdependence of evaluation and generation, the multiplicity of ways of seeing over the history of a design session versus the exclusivity of a given way of seeing over an arbitrarily short period, and the incommensurability of criteria used to evaluate a design. The thesis argues for a principle based rather than rule based approach to designing documents. The Discursive Generator is presented as a computational framework for implementing specific design systems, and a simple system for arranging blocks according to a set of formal principles is developed by way of illustration. Both shape grammars and constraint based systems are used to contrast current trends in design automation with the discursive approach advocated in the thesis. The Discursive Generator is shown to have some important properties lacking in other types of systems, such as dynamism, robustness and the ability to deal with partial designs. When studied in terms of a search metaphor, the Discursive Generator is shown to exhibit behavior which is radically different from some traditional search techniques, and to avoid some of the well-known difficulties associated with them.

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This thesis examines the problem of an autonomous agent learning a causal world model of its environment. Previous approaches to learning causal world models have concentrated on environments that are too "easy" (deterministic finite state machines) or too "hard" (containing much hidden state). We describe a new domain --- environments with manifest causal structure --- for learning. In such environments the agent has an abundance of perceptions of its environment. Specifically, it perceives almost all the relevant information it needs to understand the environment. Many environments of interest have manifest causal structure and we show that an agent can learn the manifest aspects of these environments quickly using straightforward learning techniques. We present a new algorithm to learn a rule-based causal world model from observations in the environment. The learning algorithm includes (1) a low level rule-learning algorithm that converges on a good set of specific rules, (2) a concept learning algorithm that learns concepts by finding completely correlated perceptions, and (3) an algorithm that learns general rules. In addition this thesis examines the problem of finding a good expert from a sequence of experts. Each expert has an "error rate"; we wish to find an expert with a low error rate. However, each expert's error rate and the distribution of error rates are unknown. A new expert-finding algorithm is presented and an upper bound on the expected error rate of the expert is derived.

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A fundamental problem in artificial intelligence is obtaining coherent behavior in rule-based problem solving systems. A good quantitative measure of coherence is time behavior; a system that never, in retrospect, applied a rule needlessly is certainly coherent; a system suffering from combinatorial blowup is certainly behaving incoherently. This report describes a rule-based problem solving system for automatically writing and improving numerical computer programs from specifications. The specifications are in terms of "constraints" among inputs and outputs. The system has solved program synthesis problems involving systems of equations, determining that methods of successive approximation converge, transforming recursion to iteration, and manipulating power series (using differing organizations, control structures, and argument-passing techniques).

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A simple analog circuit designer has been implemented as a rule based system. The system can design voltage followers. Miller integrators, and bootstrap ramp generators from functional descriptions of what these circuits do. While the designer works in a simple domain where all components are ideal, it demonstrates the abilities of skilled designers. While the domain is electronics, the design ideas are useful in many other engineering domains, such as mechanical engineering, chemical engineering, and numerical programming. Most circuit design systems are given the circuit schematic and use arithmetic constraints to select component values. This circuit designer is different because it designs the schematic. The designer uses a unidirectional CONTROL relation to find the schematic. The circuit designs are built around this relation; it restricts the search space, assigns purposes to components and finds design bugs.

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As exploration of our solar system and outerspace move into the future, spacecraft are being developed to venture on increasingly challenging missions with bold objectives. The spacecraft tasked with completing these missions are becoming progressively more complex. This increases the potential for mission failure due to hardware malfunctions and unexpected spacecraft behavior. A solution to this problem lies in the development of an advanced fault management system. Fault management enables spacecraft to respond to failures and take repair actions so that it may continue its mission. The two main approaches developed for spacecraft fault management have been rule-based and model-based systems. Rules map sensor information to system behaviors, thus achieving fast response times, and making the actions of the fault management system explicit. These rules are developed by having a human reason through the interactions between spacecraft components. This process is limited by the number of interactions a human can reason about correctly. In the model-based approach, the human provides component models, and the fault management system reasons automatically about system wide interactions and complex fault combinations. This approach improves correctness, and makes explicit the underlying system models, whereas these are implicit in the rule-based approach. We propose a fault detection engine, Compiled Mode Estimation (CME) that unifies the strengths of the rule-based and model-based approaches. CME uses a compiled model to determine spacecraft behavior more accurately. Reasoning related to fault detection is compiled in an off-line process into a set of concurrent, localized diagnostic rules. These are then combined on-line along with sensor information to reconstruct the diagnosis of the system. These rules enable a human to inspect the diagnostic consequences of CME. Additionally, CME is capable of reasoning through component interactions automatically and still provide fast and correct responses. The implementation of this engine has been tested against the NEAR spacecraft advanced rule-based system, resulting in detection of failures beyond that of the rules. This evolution in fault detection will enable future missions to explore the furthest reaches of the solar system without the burden of human intervention to repair failed components.

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Machine translation has been a particularly difficult problem in the area of Natural Language Processing for over two decades. Early approaches to translation failed since interaction effects of complex phenomena in part made translation appear to be unmanageable. Later approaches to the problem have succeeded (although only bilingually), but are based on many language-specific rules of a context-free nature. This report presents an alternative approach to natural language translation that relies on principle-based descriptions of grammar rather than rule-oriented descriptions. The model that has been constructed is based on abstract principles as developed by Chomsky (1981) and several other researchers working within the "Government and Binding" (GB) framework. Thus, the grammar is viewed as a modular system of principles rather than a large set of ad hoc language-specific rules.