886 research outputs found

    Efficient Evaluation and Learning in Multilevel Parallel Constraint Grammars

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    In multilevel parallel Optimality Theory grammars, the number of candidates (possible paths from the input to the output level) increases exponentially with the number of levels of representation. The problem with this is that with the customary strategy of listing all candidates in a tableau, the computation time for evaluation (i.e., choosing the winning candidate) and learning (i.e., reranking the constraints on the basis of language data) increases exponentially with the number of levels as well. This article proposes instead to collect the candidates in a graph in which the number of nodes and the number of connections increase only linearly with the number of levels of representation. As a result, there exist procedures for evaluation and learning that increase only linearly with the number of levels. These efficient procedures help to make multilevel parallel constraint grammars more feasible as models of human language processing. We illustrate visualization, evaluation, and learning with a toy grammar for a traditional case that has already previously been analyzed in terms of parallel evaluation, namely, French liaison

    Solving the TTC 2011 Reengineering Case with VIATRA2

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    The current paper presents a solution of the Program Understanding: A Reengineering Case for the Transformation Tool Contest using the VIATRA2 model transformation tool.Comment: In Proceedings TTC 2011, arXiv:1111.440

    Progressive Content Generation Based on Cyclic Graph for Generate Dungeon

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    Dungeon is level in game consisting collection of rooms and doors with obstacles inside. To make good level, takes a lot of time. With Procedural Content Generation (PCG), dungeons can be created automatically. One of the approaches in PCG to create levels is progressive. Progressive approach produces timeline as representation of the interactions in the game. Timeline representation that is in the form of one straight line is good for endless runner, but for dungeon, the levels are linear. In this research, the timeline is changed to cyclic graph. Cyclic graph is formed using graph grammar algorithm. This research aims to build dungeon that has not linear and minimal dead ends. To eliminate linearity in dungeons, branching in dungeons needs to be formed. The steps carried out in this research are designing graph grammar rules, generating population of graphs, evaluating graphs with fitness values, and building dungeons. Four functions are used to determine the fitness value: shortest vertices, average duration, replayability, and variation. Dungeons produced with progressive approach manage to minimize linearity in dungeons. Dungeon formation is very dependent on the rule grammar that forms it. With the evaluation process, linear dungeons resulting from grammar rules can be minimized

    On the Complexity of Grammar-Based Compression over Fixed Alphabets

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    It is shown that the shortest-grammar problem remains NP-complete if the alphabet is fixed and has a size of at least 24 (which settles an open question). On the other hand, this problem can be solved in polynomial-time, if the number of nonterminals is bounded, which is shown by encoding the problem as a problem on graphs with interval structure. Furthermore, we present an O(3n) exact exponential-time algorithm, based on dynamic programming. Similar results are also given for 1-level grammars, i.e., grammars for which only the start rule contains nonterminals on the right side (thus, investigating the impact of the "hierarchical depth" on the complexity of the shortest-grammar problem)
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