1,320 research outputs found
Adventures in Bidirectional Programming
Most programs get used in just one direction, from input to output. But sometimes, having computed an output, we need to be able to update this output and then calculate backwards to find a correspondingly updated input. The problem of writing such bidirectional transformations — often called lenses — arises in applications across a multitude of domains and has been attacked from many perspectives [1–12, etc.]. See [13] for a detailed survey
VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades
Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations
LOREN: Logic-Regularized Reasoning for Interpretable Fact Verification
Given a natural language statement, how to verify its veracity against a
large-scale textual knowledge source like Wikipedia? Most existing neural
models make predictions without giving clues about which part of a false claim
goes wrong. In this paper, we propose LOREN, an approach for interpretable fact
verification. We decompose the verification of the whole claim at phrase-level,
where the veracity of the phrases serves as explanations and can be aggregated
into the final verdict according to logical rules. The key insight of LOREN is
to represent claim phrase veracity as three-valued latent variables, which are
regularized by aggregation logical rules. The final claim verification is based
on all latent variables. Thus, LOREN enjoys the additional benefit of
interpretability -- it is easy to explain how it reaches certain results with
claim phrase veracity. Experiments on a public fact verification benchmark show
that LOREN is competitive against previous approaches while enjoying the merit
of faithful and accurate interpretability. The resources of LOREN are available
at: https://github.com/jiangjiechen/LOREN.Comment: Accepted to AAAI 202
Review of Making the Social World by John Searle (2010) (review revised 2019)
Before commenting in detail on making the Social World (MSW) I will first offer some comments on philosophy (descriptive psychology) and its relationship to contemporary psychological research as exemplified in the works of Searle (S) and Wittgenstein (W), since I feel that this is the best way to place Searle or any commentator on behavior, in proper perspective. It will help greatly to see my reviews of PNC, TLP, PI, OC, TARW and other books by these two geniuses of descriptive psychology.
S makes no reference to W’s prescient statement of mind as mechanism in TLP, and his destruction of it in his later work. Since W, S has become the principal deconstructor of these mechanical views of behavior, and the most important descriptive psychologist (philosopher), but does not realize how completely W anticipated him nor, by and large, do others (but see the many papers and books of Proudfoot and Copeland on W, Turing and AI). S’s work is vastly easier to follow than W’s, and though there is some jargon, it is mostly spectacularly clear if you approach it from the right direction. See my reviews of W S and other books for more details.
Overall, MSW is a good summary of the many substantial advances over Wittgenstein resulting from S’s half century of work, but in my view, W still is unequaled for basic psychology once you grasp what he is saying (see my reviews). Ideally, they should be read together: Searle for the clear coherent prose and generalizations on the operation of S2/S3, illustrated with W’s perspicacious examples of the operation of S1/S2, and his brilliant aphorisms. If I were much younger I would write a book doing exactly that.
Those wishing a comprehensive up to date framework for human behavior from the modern two systems view may consult my book ‘The Logical Structure of Philosophy, Psychology, Mind and Language in Ludwig Wittgenstein and John Searle’ 2nd ed (2019). Those interested in more of my writings may see ‘Talking Monkeys--Philosophy, Psychology, Science, Religion and Politics on a Doomed Planet--Articles and Reviews 2006-2019 3rd ed (2019), The Logical Structure of Human Behavior (2019), and Suicidal Utopian Delusions in the 21st Century 4th ed (2019
Evolving missions to create game spaces
This paper describes a search-based generative
method which creates game levels by evolving the intended
sequence of player actions rather than their spatial layout. The
proposed approach evolves graphs where nodes representing
player actions are linked to form one or more ways in which
a mission can be completed. Initially simple graphs containing
the mission’s starting and ending nodes are evolved via mutation
operators which expand and prune the graph topology. Evolution
is guided by several objective functions which capture game
design patterns such as exploration or balance; experiments
in this paper explore how these objective functions and their
combinations affect the quality and diversity of the evolved
mission graphs.peer-reviewe
Aligned and collaborative language-driven engineering
Today's software development is increasingly performed with the help of low- and no-code platforms that follow model-driven principles and use domain-specific languages (DSLs).
DSLs support the different aspects of the development and the user's mindset by a tailored and intuitive language.
By combining specific languages with real-time collaboration, development environments can be provided whose users no longer need to be programmers.
This way, domain experts can develop their solution independently without the need for a programmer's translation and the associated semantic gap.
However, the development and distribution of collaborative mindset-supporting IDEs (mIDEs) is enormously costly.
Besides the basic challenge of language development, a specialized IDE has to be provided, which should work equally well on all common platforms and individual heterogeneous system setups.
This dissertation describes the conception and realization of the web-based, unified environment CINCO Cloud, in which DSLs can be collaboratively developed, used, transformed and executed.
By providing full support at all steps, the philosophy of language-driven engineering is enabled and realized for the first time.
As a foundation for the unified environment, the infrastructure of cloud development IDEs is analyzed and extended so that new languages can be distributed on-the-fly.
Subsequently, concepts for language specialization, refinement and concretization are developed and described to realize the language-driven engineering approach, in a dynamic cluster-based environments.
In addition, synchronization mechanisms and authorization structures are designed to enable collaboration between the users of the environment.
Finally, the central aligned processes within the CINCO Cloud for developing, using, transforming and executing a DSL are illustrated to clarify how the dynamic system behaves
Dagstuhl Annual Report January - December 2011
The International Conference and Research Center for Computer Science is a non-profit organization. Its objective is to promote world-class research in computer science and to host research seminars which enable new ideas to be showcased, problems to be discussed and the course to be set for future development in this field. The work being done to run this informatics center is documented in this report for the business year 2011
The Complexity of Homomorphism Reconstructibility
Representing graphs by their homomorphism counts has led to the beautiful
theory of homomorphism indistinguishability in recent years. Moreover,
homomorphism counts have promising applications in database theory and machine
learning, where one would like to answer queries or classify graphs solely
based on the representation of a graph as a finite vector of homomorphism
counts from some fixed finite set of graphs to . We study the computational
complexity of the arguably most fundamental computational problem associated to
these representations, the homomorphism reconstructability problem: given a
finite sequence of graphs and a corresponding vector of natural numbers, decide
whether there exists a graph that realises the given vector as the
homomorphism counts from the given graphs.
We show that this problem yields a natural example of an
\mathsf{NP}^{#\mathsf{P}}-hard problem, which still can be -hard
when restricted to a fixed number of input graphs of bounded treewidth and a
fixed input vector of natural numbers, or alternatively, when restricted to a
finite input set of graphs. We further show that, when restricted to a finite
input set of graphs and given an upper bound on the order of the graph as
additional input, the problem cannot be -hard unless . For this regime, we obtain partial positive results. We also
investigate the problem's parameterised complexity and provide fpt-algorithms
for the case that a single graph is given and that multiple graphs of the same
order with subgraph instead of homomorphism counts are given
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