1,050 research outputs found

    Learning discrete categorial grammars from structures

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    International audienceWe define the class of discrete classical categorial grammars, similar in the spirit to the notion of reversible class of languages introduced by Angluin and Sakakibara. We show that the class of discrete classical categorial grammars is identifiable from positive structured examples. For this, we provide an original algorithm, which runs in quadratic time in the size of the examples. This work extends the previous results of Kanazawa. Indeed, in our work, several types can be associated to a word and the class is still identifiable in polynomial time. We illustrate the relevance of the class of discrete classical categorial grammars with linguistic examples

    Translating and Evolving: Towards a Model of Language Change in DisCoCat

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    The categorical compositional distributional (DisCoCat) model of meaning developed by Coecke et al. (2010) has been successful in modeling various aspects of meaning. However, it fails to model the fact that language can change. We give an approach to DisCoCat that allows us to represent language models and translations between them, enabling us to describe translations from one language to another, or changes within the same language. We unify the product space representation given in (Coecke et al., 2010) and the functorial description in (Kartsaklis et al., 2013), in a way that allows us to view a language as a catalogue of meanings. We formalize the notion of a lexicon in DisCoCat, and define a dictionary of meanings between two lexicons. All this is done within the framework of monoidal categories. We give examples of how to apply our methods, and give a concrete suggestion for compositional translation in corpora.Comment: In Proceedings CAPNS 2018, arXiv:1811.0270

    Theorizing about the syntax of human language: a radical alternative to generative formalisms

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    Linguists standardly assume that a grammar is a formal system that ‘generates’ a set of derivations. But this is not the only way to formalize grammars. I sketch a different basis for syntactic theory: model-theoretic syntax (MTS). It defines grammars as finite sets of statements that are true (or false) in certain kinds of structure (finite labeled graphs such as trees). Such statements provide a direct description of syntactic structure. Generative grammars do not do this; they are strikingly ill-suited to accounting for certain familiar properties of human languages, like the fact that ungrammaticality is a matter of degree. Many aspects of linguistic phenomena look radically different when viewed in MTS terms. I pay special attention to the fact that sentences containing invented nonsense words (items not in the lexicon) are nonetheless perceived as sentences. I also argue that the MTS view dissolves the overblown controversy about whether the set of sentences in a human language is always infinite: many languages (both Brazilian indigenous languages and others) appear not to employ arbitrarily iterative devices for embedding or coordination, but under an MTS description this does not define them as radically distinct in typological terms.Linguistas em geral pressupõem que uma gramática seja um sistema formal que ‘gera’ um conjunto de derivações. Aqui delineio uma base diferente para a teoria da sintaxe: a sintaxe modelo-teórico (SMT). Ela define as gramáticas como conjuntos de declarações que são verdadeiras (ou falsas) em determinados tipos de estruturas (gráficas finitas rotuladas, como árvores). Tais declarações fornecem uma descrição direta da estrutura sintática. As gramáticas gerativas não fazem isso; elas são supreendentemente mal-adaptadas para dar conta de certas propriedades familiares das línguas humanas, como o fato de que a agramaticalidade e uma questão de grau. Muitos aspectos de fenômenos linguísticos parecem radicalmente diferentes quando vistos nos termos STM. Eu presto atenção especial aqui ao fato de que que orações que contêm palavras inventadas sem sentido lexical (não se encontram no léxico) são mesmo assim percebidos como orações. Eu também argumento que a STM acaba com a controvérsia exagerada sobre se o conjunto de orações de uma língua humana é sempre infinito: muitas línguas (seja uma língua indígena brasileira ou outra língua qualquer) parecem não empregar dispositivos arbitrários e iterativos para o encaixamento ou a coordenação, mas sob uma descrição STM isso não as definem como radicalmente distintas em termos tipológicas

    Categorial Compositionality: A Category Theory Explanation for the Systematicity of Human Cognition

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    Classical and Connectionist theories of cognitive architecture seek to explain systematicity (i.e., the property of human cognition whereby cognitive capacity comes in groups of related behaviours) as a consequence of syntactically and functionally compositional representations, respectively. However, both theories depend on ad hoc assumptions to exclude specific instances of these forms of compositionality (e.g. grammars, networks) that do not account for systematicity. By analogy with the Ptolemaic (i.e. geocentric) theory of planetary motion, although either theory can be made to be consistent with the data, both nonetheless fail to fully explain it. Category theory, a branch of mathematics, provides an alternative explanation based on the formal concept of adjunction, which relates a pair of structure-preserving maps, called functors. A functor generalizes the notion of a map between representational states to include a map between state transformations (or processes). In a formal sense, systematicity is a necessary consequence of a higher-order theory of cognitive architecture, in contrast to the first-order theories derived from Classicism or Connectionism. Category theory offers a re-conceptualization for cognitive science, analogous to the one that Copernicus provided for astronomy, where representational states are no longer the center of the cognitive universe—replaced by the relationships between the maps that transform them

    MATHEMATICAL LINGUISTICS

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    CLiFF Notes: Research in the Language Information and Computation Laboratory of The University of Pennsylvania

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    This report takes its name from the Computational Linguistics Feedback Forum (CLIFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania. It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science, Psychology, and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition. With 48 individual contributors and six projects represented, this is the largest LINC Lab collection to date, and the most diverse

    CLiFF Notes: Research in the Language, Information and Computation Laboratory of the University of Pennsylvania

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    One concern of the Computer Graphics Research Lab is in simulating human task behavior and understanding why the visualization of the appearance, capabilities and performance of humans is so challenging. Our research has produced a system, called Jack, for the definition, manipulation, animation and human factors analysis of simulated human figures. Jack permits the envisionment of human motion by interactive specification and simultaneous execution of multiple constraints, and is sensitive to such issues as body shape and size, linkage, and plausible motions. Enhanced control is provided by natural behaviors such as looking, reaching, balancing, lifting, stepping, walking, grasping, and so on. Although intended for highly interactive applications, Jack is a foundation for other research. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object around us, and yet the most structurally complex. Their everyday movements are amazingly fluid, yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language. Present technology lets us approach human appearance and motion through computer graphics modeling and three dimensional animation, but there is considerable distance to go before purely synthesized figures trick our senses. We seek to build computational models of human like figures which manifest animacy and convincing behavior. Towards this end, we: Create an interactive computer graphics human model; Endow it with reasonable biomechanical properties; Provide it with human like behaviors; Use this simulated figure as an agent to effect changes in its world; Describe and guide its tasks through natural language instructions. There are presently no perfect solutions to any of these problems; ultimately, however, we should be able to give our surrogate human directions that, in conjunction with suitable symbolic reasoning processes, make it appear to behave in a natural, appropriate, and intelligent fashion. Compromises will be essential, due to limits in computation, throughput of display hardware, and demands of real-time interaction, but our algorithms aim to balance the physical device constraints with carefully crafted models, general solutions, and thoughtful organization. The Jack software is built on Silicon Graphics Iris 4D workstations because those systems have 3-D graphics features that greatly aid the process of interacting with highly articulated figures such as the human body. Of course, graphics capabilities themselves do not make a usable system. Our research has therefore focused on software to make the manipulation of a simulated human figure easy for a rather specific user population: human factors design engineers or ergonomics analysts involved in visualizing and assessing human motor performance, fit, reach, view, and other physical tasks in a workplace environment. The software also happens to be quite usable by others, including graduate students and animators. The point, however, is that program design has tried to take into account a wide variety of physical problem oriented tasks, rather than just offer a computer graphics and animation tool for the already computer sophisticated or skilled animator. As an alternative to interactive specification, a simulation system allows a convenient temporal and spatial parallel programming language for behaviors. The Graphics Lab is working with the Natural Language Group to explore the possibility of using natural language instructions, such as those found in assembly or maintenance manuals, to drive the behavior of our animated human agents. (See the CLiFF note entry for the AnimNL group for details.) Even though Jack is under continual development, it has nonetheless already proved to be a substantial computational tool in analyzing human abilities in physical workplaces. It is being applied to actual problems involving space vehicle inhabitants, helicopter pilots, maintenance technicians, foot soldiers, and tractor drivers. This broad range of applications is precisely the target we intended to reach. The general capabilities embedded in Jack attempt to mirror certain aspects of human performance, rather than the specific requirements of the corresponding workplace. We view the Jack system as the basis of a virtual animated agent that can carry out tasks and instructions in a simulated 3D environment. While we have not yet fooled anyone into believing that the Jack figure is real , its behaviors are becoming more reasonable and its repertoire of actions more extensive. When interactive control becomes more labor intensive than natural language instructional control, we will have reached a significant milestone toward an intelligent agent
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