7,962 research outputs found

    Towards a Theory Grounded Theory of Language

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    In this paper, we build upon the idea of theory grounding and propose one specific form of theory grounding, a theory of language. Theory grounding is the idea that we can imbue our embodied artificially intelligent systems with theories by modeling the way humans, and specifically young children, develop skills with theories. Modeling theory development promises to increase the conceptual and behavioral flexibility of these systems. An example of theory development in children is the social understanding referred to as “theory of mind.” Language is a natural task for theory grounding because it is vital in symbolic skills and apparently necessary in developing theories. Word learning, and specifically developing a concept of words, is proposed as the first step in a theory grounded theory of language

    On the Triplet Frame for Concept Analysis

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    The paper has two objectives: to introduce the fundamentals of a triplet model of a concept, and to show that the main concept models may be structurally treated as its partial cases. The triplet model considers a concept as a mental representation and characterizes it from three interrelated perspectives. The first deals with objects (and their attributes of various orders) subsumed under a concept. The second focuses on representing structures that depict objects and their attributes in some intelligent system. The third concentrates on the ways of establishing correspondences between objects with their attributes and appropriate representing structures

    IDEF5 Ontology Description Capture Method: Concept Paper

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    The results of research towards an ontology capture method referred to as IDEF5 are presented. Viewed simply as the study of what exists in a domain, ontology is an activity that can be understood to be at work across the full range of human inquiry prompted by the persistent effort to understand the world in which it has found itself - and which it has helped to shape. In the contest of information management, ontology is the task of extracting the structure of a given engineering, manufacturing, business, or logistical domain and storing it in an usable representational medium. A key to effective integration is a system ontology that can be accessed and modified across domains and which captures common features of the overall system relevant to the goals of the disparate domains. If the focus is on information integration, then the strongest motivation for ontology comes from the need to support data sharing and function interoperability. In the correct architecture, an enterprise ontology base would allow th e construction of an integrated environment in which legacy systems appear to be open architecture integrated resources. If the focus is on system/software development, then support for the rapid acquisition of reliable systems is perhaps the strongest motivation for ontology. Finally, ontological analysis was demonstrated to be an effective first step in the construction of robust knowledge based systems

    Computational and Robotic Models of Early Language Development: A Review

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    We review computational and robotics models of early language learning and development. We first explain why and how these models are used to understand better how children learn language. We argue that they provide concrete theories of language learning as a complex dynamic system, complementing traditional methods in psychology and linguistics. We review different modeling formalisms, grounded in techniques from machine learning and artificial intelligence such as Bayesian and neural network approaches. We then discuss their role in understanding several key mechanisms of language development: cross-situational statistical learning, embodiment, situated social interaction, intrinsically motivated learning, and cultural evolution. We conclude by discussing future challenges for research, including modeling of large-scale empirical data about language acquisition in real-world environments. Keywords: Early language learning, Computational and robotic models, machine learning, development, embodiment, social interaction, intrinsic motivation, self-organization, dynamical systems, complexity.Comment: to appear in International Handbook on Language Development, ed. J. Horst and J. von Koss Torkildsen, Routledg

    A Category Theoretical Argument Against the Possibility of Artificial Life

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    One of Robert Rosen's main contributions to the scientific community is summarized in his book 'Life itself'. There Rosen presents a theoretical framework to define living systems; given this definition, he goes on to show that living systems are not realisable in computational universes. Despite being well known and often cited, Rosen's central proof has so far not been evaluated by the scientific community. In this article we review the essence of Rosen's ideas leading up to his rejection of the possibility of real artificial life in silico. We also evaluate his arguments and point out that some of Rosen's central notions are ill- defined. The conclusion of this article is that Rosen's central proof is wrong

    The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications

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    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and the game world. Starting from psychological theories of pretense in children’s make-believe games, I will then expand Nichols and Stich’s cognitive theory of pretense to include an extra layer related to the game world, i.e., player-specific representations that govern player-specific propositions. The representations dealing with the work world are the socially shared ones, while the possible-world representations, dealing with most of the game world, are player-specific and tied to unique language use

    Inconsistent boundaries

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    Research on this paper was supported by a grant from the Marsden Fund, Royal Society of New Zealand.Mereotopology is a theory of connected parts. The existence of boundaries, as parts of everyday objects, is basic to any such theory; but in classical mereotopology, there is a problem: if boundaries exist, then either distinct entities cannot be in contact, or else space is not topologically connected (Varzi in Noûs 31:26–58, 1997). In this paper we urge that this problem can be met with a paraconsistent mereotopology, and sketch the details of one such approach. The resulting theory focuses attention on the role of empty parts, in delivering a balanced and bounded metaphysics of naive space.PostprintPeer reviewe
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