863 research outputs found

    Cyclic proof systems for modal fixpoint logics

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    This thesis is about cyclic and ill-founded proof systems for modal fixpoint logics, with and without explicit fixpoint quantifiers.Cyclic and ill-founded proof-theory allow proofs with infinite branches or paths, as long as they satisfy some correctness conditions ensuring the validity of the conclusion. In this dissertation we design a few cyclic and ill-founded systems: a cyclic one for the weak Grzegorczyk modal logic K4Grz, based on our explanation of the phenomenon of cyclic companionship; and ill-founded and cyclic ones for the full computation tree logic CTL* and the intuitionistic linear-time temporal logic iLTL. All systems are cut-free, and the cyclic ones for K4Grz and iLTL have fully finitary correctness conditions.Lastly, we use a cyclic system for the modal mu-calculus to obtain a proof of the uniform interpolation property for the logic which differs from the original, automata-based one

    Current and Future Challenges in Knowledge Representation and Reasoning

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    Knowledge Representation and Reasoning is a central, longstanding, and active area of Artificial Intelligence. Over the years it has evolved significantly; more recently it has been challenged and complemented by research in areas such as machine learning and reasoning under uncertainty. In July 2022 a Dagstuhl Perspectives workshop was held on Knowledge Representation and Reasoning. The goal of the workshop was to describe the state of the art in the field, including its relation with other areas, its shortcomings and strengths, together with recommendations for future progress. We developed this manifesto based on the presentations, panels, working groups, and discussions that took place at the Dagstuhl Workshop. It is a declaration of our views on Knowledge Representation: its origins, goals, milestones, and current foci; its relation to other disciplines, especially to Artificial Intelligence; and on its challenges, along with key priorities for the next decade

    Machine Learning Algorithm for the Scansion of Old Saxon Poetry

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    Several scholars designed tools to perform the automatic scansion of poetry in many languages, but none of these tools deal with Old Saxon or Old English. This project aims to be a first attempt to create a tool for these languages. We implemented a Bidirectional Long Short-Term Memory (BiLSTM) model to perform the automatic scansion of Old Saxon and Old English poems. Since this model uses supervised learning, we manually annotated the Heliand manuscript, and we used the resulting corpus as labeled dataset to train the model. The evaluation of the performance of the algorithm reached a 97% for the accuracy and a 99% of weighted average for precision, recall and F1 Score. In addition, we tested the model with some verses from the Old Saxon Genesis and some from The Battle of Brunanburh, and we observed that the model predicted almost all Old Saxon metrical patterns correctly misclassified the majority of the Old English input verses

    Efficient Semiring-Weighted Earley Parsing

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    This paper provides a reference description, in the form of a deduction system, of Earley's (1970) context-free parsing algorithm with various speed-ups. Our presentation includes a known worst-case runtime improvement from Earley's O(N3∣G∣∣R∣)O (N^3|G||R|), which is unworkable for the large grammars that arise in natural language processing, to O(N3∣G∣)O (N^3|G|), which matches the runtime of CKY on a binarized version of the grammar GG. Here NN is the length of the sentence, ∣R∣|R| is the number of productions in GG, and ∣G∣|G| is the total length of those productions. We also provide a version that achieves runtime of O(N3∣M∣)O (N^3|M|) with ∣MâˆŁâ‰€âˆŁG∣|M| \leq |G| when the grammar is represented compactly as a single finite-state automaton MM (this is partly novel). We carefully treat the generalization to semiring-weighted deduction, preprocessing the grammar like Stolcke (1995) to eliminate deduction cycles, and further generalize Stolcke's method to compute the weights of sentence prefixes. We also provide implementation details for efficient execution, ensuring that on a preprocessed grammar, the semiring-weighted versions of our methods have the same asymptotic runtime and space requirements as the unweighted methods, including sub-cubic runtime on some grammars.Comment: Main conference long paper at ACL 202

    Computerspielforschung: InterdisziplinÀre Einblicke in das digitale Spiel und seine kulturelle Bedeutung

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    Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinĂ€r angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle AnsĂ€tze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen. SpĂ€testens seit den 1980er Jahren haben sich digitale Spiele in der Lebenswelt von Jugendlichen und jungen Erwachsenen ausgebreitet und so maßgeblich zur Verbreitung von Computertechnologie in privaten Haushalten beigetragen. Inzwischen werden digitale Spiele von Menschen fast aller Altersgruppen gespielt, sei es auf einem Smartphone, einer Spielkonsole, einem PC oder einem anderen EndgerĂ€t. In den AnfĂ€ngen der Computerspielforschung standen hĂ€ufig mögliche negative Wirkungen oder Begleiterscheinungen des digitalen Spielens im Fokus des Interesses. Seit der Jahrtausendwende hat sich die Forschung erheblich ausgeweitet, ausdifferenziert und auch konsolidiert. Die Digital Game Studies wenden sich z.B. den Spielen als kulturellen Artefakten, den Spielpraktiken als Alltagskulturen und den Spielenden als aktiv Handelnden im sozialen und gesellschaftlichen Kontext zu. Beteiligt an diesem Forschungsfeld sind u.a. Literatur-, Kultur- und Medienwissenschaft, Sozial-, Erziehungs- und Kommunikationswissenschaft, Design- und Kunstwissenschaft, Psychologie und Informatik etc. Der vorliegende Band vermittelt einen aktuellen und breit angelegten Einblick in das interdisziplinĂ€re Feld der Digital Game Studies. Die BeitrĂ€ge fokussieren im ersten Teil die Nutzung und die Nutzenden digitaler Spiele, und berĂŒcksichtigen dabei auch neuere technische Entwicklungen (wie VR-Games) und gesellschaftliche Rahmenbedingungen (Computerspiele in Corona-Zeiten). Im zweiten Teil stehen Fragen des Designs und der Analyse digitaler Spiele und ihrer MedialitĂ€t im Mittelpunkt. Im dritten Teil schließlich werden soziale, gesellschaftliche und kulturelle Kontexte von Computerspielen untersucht. Das Ziel des Bandes ist zugleich, die spezifischen theoretischen und methodischen AnsĂ€tze der unterschiedlichen Fachdisziplinen zu illustrieren, mit denen sie sich den Spielen, den Spielenden und den Kontexten zuwenden

    Querying Relational Databases with Speech-Recognition Driven by Contextual Knowledge

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    We are extending the keyword-based query interface DdQl for relational databases which is based on contextual background knowledge such as suitable join conditions and which was proposed in [{Dietmar Seipel, 2021]. In the previous paper, join conditions were extracted from existing referential integrity (foreign key) constraints of the database schema, or they could be learned from other, previous database queries. In this paper, we describe a speech-to-text component for entering the query keywords based on the system Whisper. Keywords, which have been recognized wrongly by Whisper can be corrected to similarly sounding words. Again, the context of the database schema can help here. For users with a limited knowledge of the schema and the contents of the database, the approach of DdQl can help to provide useful suggestions for query implementations in Sql or Datalog, from which the user can choose one. Our tool DdQl can be run in a docker image; it yields the possible queries in Sql and a special domain specific rule language that extends Datalog. The Datalog variant allows for additional user-defined aggregation functions which are not possible in Sql

    Headedness and/or grammatical anarchy?

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    Synopsis: In most grammatical models, hierarchical structuring and dependencies are considered as central features of grammatical structures, an idea which is usually captured by the notion of “head” or “headedness”. While in most models, this notion is more or less taken for granted, there is still much disagreement as to the precise properties of grammatical heads and the theoretical implications that arise of these properties. Moreover, there are quite a few linguistic structures that pose considerable challenges to the notion of “headedness”. Linking to the seminal discussions led in Zwicky (1985) and Corbett, Fraser, & Mc-Glashan (1993), this volume intends to look more closely upon phenomena that are considered problematic for an analysis in terms of grammatical heads. The aim of this book is to approach the concept of “headedness” from its margins. Thus, central questions of the volume relate to the nature of heads and the distinction between headed and non-headed structures, to the process of gaining and losing head status, and to the thought-provoking question as to whether grammar theory could do without heads at all. The contributions in this volume provide new empirical findings bearing on phenomena that challenge the conception of grammatical heads and/or discuss the notion of head/headedness and its consequences for grammatical theory in a more abstract way. The collected papers view the topic from diverse theoretical perspectives (among others HPSG, Generative Syntax, Optimality Theory) and different empirical angles, covering typological and corpus-linguistic accounts, with a focus on data from German

    Headedness and/or grammatical anarchy?

    Get PDF
    In most grammatical models, hierarchical structuring and dependencies are considered as central features of grammatical structures, an idea which is usually captured by the notion of “head” or “headedness”. While in most models, this notion is more or less taken for granted, there is still much disagreement as to the precise properties of grammatical heads and the theoretical implications that arise of these properties. Moreover, there are quite a few linguistic structures that pose considerable challenges to the notion of “headedness”. Linking to the seminal discussions led in Zwicky (1985) and Corbett, Fraser, & Mc-Glashan (1993), this volume intends to look more closely upon phenomena that are considered problematic for an analysis in terms of grammatical heads. The aim of this book is to approach the concept of “headedness” from its margins. Thus, central questions of the volume relate to the nature of heads and the distinction between headed and non-headed structures, to the process of gaining and losing head status, and to the thought-provoking question as to whether grammar theory could do without heads at all. The contributions in this volume provide new empirical findings bearing on phenomena that challenge the conception of grammatical heads and/or discuss the notion of head/headedness and its consequences for grammatical theory in a more abstract way. The collected papers view the topic from diverse theoretical perspectives (among others HPSG, Generative Syntax, Optimality Theory) and different empirical angles, covering typological and corpus-linguistic accounts, with a focus on data from German

    On Making in the Digital Humanities

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    On Making in the Digital Humanities fills a gap in our understanding of digital humanities projects and craft by exploring the processes of making as much as the products that arise from it. The volume draws focus to the interwoven layers of human and technological textures that constitute digital humanities scholarship. To do this, it assembles a group of well-known, experienced and emerging scholars in the digital humanities to reflect on various forms of making (we privilege here the creative and applied side of the digital humanities). The volume honours the work of John Bradley, as it is totemic of a practice of making that is deeply informed by critical perspectives. A special chapter also honours the profound contributions that this volume’s co-editor, StĂ©fan Sinclair, made to the creative, applied and intellectual praxis of making and the digital humanities. StĂ©fan Sinclair passed away on 6 August 2020. The chapters gathered here are individually important, but together provide a very human view on what it is to do the digital humanities, in the past, present and future. This book will accordingly be of interest to researchers, teachers and students of the digital humanities; creative humanities, including maker spaces and culture; information studies; the history of computing and technology; and the history of science and the humanities
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