1,183 research outputs found
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
This paper surveys the current state of the art in Natural Language
Generation (NLG), defined as the task of generating text or speech from
non-linguistic input. A survey of NLG is timely in view of the changes that the
field has undergone over the past decade or so, especially in relation to new
(usually data-driven) methods, as well as new applications of NLG technology.
This survey therefore aims to (a) give an up-to-date synthesis of research on
the core tasks in NLG and the architectures adopted in which such tasks are
organised; (b) highlight a number of relatively recent research topics that
have arisen partly as a result of growing synergies between NLG and other areas
of artificial intelligence; (c) draw attention to the challenges in NLG
evaluation, relating them to similar challenges faced in other areas of Natural
Language Processing, with an emphasis on different evaluation methods and the
relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118
pages, 8 figures, 1 tabl
Behavior models for software architecture
Monterey Phoenix (MP) is an approach to formal software system architecture specification based on behavior models. Architecture modeling focuses not only on the activities and interactions within the system, but also on the interactions between the system and its environment, providing an abstraction for interaction specification. The behavior of the system is defined as a set of events (event trace) with two basic relations: precedence and inclusion. The structure of possible event traces is specified using event grammars and other constraints organized into schemas. The separation of the interaction description from the components behavior is an essential MP feature. The schema framework is amenable to stepwise architecture refinement, reuse, composition, visualization, and multiple view extraction. The approach yields a basis for executable architecture specification supporting early testing and verification, systematic use case generation, and performance estimates with automated tools.Consortium for Robotics and Unmanned Systems Education and Research (CRUSER)Consortium for Robotics and Unmanned Systems Education and Research (CRUSER)Approved for public release; distribution is unlimited.Approved for public release; distribution is unlimited
Referring Expression Generation in Situated Interaction
While most current frameworks for reference handling are based on binary truth-theoretic knowledge representation, in this thesis I argue for a perspective on reference which emphasises the collaborative nature of reference. I present the Probabilistic Reference And GRounding mechanism (PRAGR) which uses flexible concept assignment based on vague property models and situational context in order to maximise the chance of communicative success. I demonstrate that PRAGR is capable of dealing with several property domains with different internal structures, such as graded adjectives, colour, shape, projective terms, and projective regions. Further, I show that PRAGR is fit to handle in an integrated fashion the most relevant challenges of Referring Expression Generation, in particular graded properties, spatial relations, and salience effects. In three empirical evaluation studies, I demonstrate the usefulness of PRAGR for situated referential communication
Logic Programming: Context, Character and Development
Logic programming has been attracting increasing interest in recent years. Its first realisation in the form of PROLOG demonstrated concretely that Kowalski's view of computation as controlled deduction could be implemented with tolerable efficiency, even on existing computer architectures. Since that time logic programming research has intensified. The majority of computing professionals have remained unaware of the developments, however, and for some the announcement that PROLOG had been selected as the core language for the Japanese 'Fifth Generation' project came as a total surprise. This thesis aims to describe the context, character and development of logic programming. It explains why a radical departure from existing software practices needs to be seriously discussed; it identifies the characteristic features of logic programming, and the practical realisation of these features in current logic programming systems; and it outlines the programming methodology which is proposed for logic programming. The problems and limitations of existing logic programming systems are described and some proposals for development are discussed. The thesis is in three parts. Part One traces the development of programming since the early days of computing. It shows how the problems of software complexity which were addressed by the 'structured programming' school have not been overcome: the software crisis remains severe and seems to require fundamental changes in software practice for its solution. Part Two describes the foundations of logic programming in the procedural interpretation of Horn clauses. Fundamental to logic programming is shown to be the separation of the logic of an algorithm from its control. At present, however, both the logic and the control aspects of logic programming present problems; the first in terms of the extent of the language which is used, and the second in terms of the control strategy which should be applied in order to produce solutions. These problems are described and various proposals, including some which have been incorporated into implemented systems, are described. Part Three discusses the software development methodology which is proposed for logic programming. Some of the experience of practical applications is related. Logic programming is considered in the aspects of its potential for parallel execution and in its relationship to functional programming, and some possible criticisms of the problem-solving potential of logic are described. The conclusion is that although logic programming inevitably has some problems which are yet to be solved, it seems to offer answers to several issues which are at the heart of the software crisis. The potential contribution of logic programming towards the development of software should be substantial
Leveraging Language to Learn Program Abstractions and Search Heuristics
Inductive program synthesis, or inferring programs from examples of desired
behavior, offers a general paradigm for building interpretable, robust, and
generalizable machine learning systems. Effective program synthesis depends on
two key ingredients: a strong library of functions from which to build
programs, and an efficient search strategy for finding programs that solve a
given task. We introduce LAPS (Language for Abstraction and Program Search), a
technique for using natural language annotations to guide joint learning of
libraries and neurally-guided search models for synthesis. When integrated into
a state-of-the-art library learning system (DreamCoder), LAPS produces
higher-quality libraries and improves search efficiency and generalization on
three domains -- string editing, image composition, and abstract reasoning
about scenes -- even when no natural language hints are available at test time.Comment: appeared in Thirty-eighth International Conference on Machine
Learning (ICML 2021
The significance of silence. Long gaps attenuate the preference for ‘yes’ responses in conversation.
In conversation, negative responses to invitations, requests, offers and the like more often occur with a delay – conversation analysts talk of them as dispreferred. Here we examine the contrastive cognitive load ‘yes’ and ‘no’ responses make, either when given relatively fast (300 ms) or delayed (1000 ms). Participants heard minidialogues, with turns extracted from a spoken corpus, while having their EEG recorded. We find that a fast ‘no’ evokes an N400-effect relative to a fast ‘yes’, however this contrast is not present for delayed responses. This shows that an immediate response is expected to be positive – but this expectation disappears as the response time lengthens because now in ordinary conversation the probability of a ‘no’ has increased. Additionally, however, 'No' responses elicit a late frontal positivity both when they are fast and when they are delayed. Thus, regardless of the latency of response, a ‘no’ response is associated with a late positivity, since a negative response is always dispreferred and may require an account. Together these results show that negative responses to social actions exact a higher cognitive load, but especially when least expected, as an immediate response
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