368 research outputs found

    From Word Models to World Models: Translating from Natural Language to the Probabilistic Language of Thought

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    How does language inform our downstream thinking? In particular, how do humans make meaning from language -- and how can we leverage a theory of linguistic meaning to build machines that think in more human-like ways? In this paper, we propose \textit{rational meaning construction}, a computational framework for language-informed thinking that combines neural models of language with probabilistic models for rational inference. We frame linguistic meaning as a context-sensitive mapping from natural language into a \textit{probabilistic language of thought} (PLoT) -- a general-purpose symbolic substrate for probabilistic, generative world modeling. Our architecture integrates two powerful computational tools that have not previously come together: we model thinking with \textit{probabilistic programs}, an expressive representation for flexible commonsense reasoning; and we model meaning construction with \textit{large language models} (LLMs), which support broad-coverage translation from natural language utterances to code expressions in a probabilistic programming language. We illustrate our framework in action through examples covering four core domains from cognitive science: probabilistic reasoning, logical and relational reasoning, visual and physical reasoning, and social reasoning about agents and their plans. In each, we show that LLMs can generate context-sensitive translations that capture pragmatically-appropriate linguistic meanings, while Bayesian inference with the generated programs supports coherent and robust commonsense reasoning. We extend our framework to integrate cognitively-motivated symbolic modules to provide a unified commonsense thinking interface from language. Finally, we explore how language can drive the construction of world models themselves

    Working Notes from the 1992 AAAI Spring Symposium on Practical Approaches to Scheduling and Planning

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    The symposium presented issues involved in the development of scheduling systems that can deal with resource and time limitations. To qualify, a system must be implemented and tested to some degree on non-trivial problems (ideally, on real-world problems). However, a system need not be fully deployed to qualify. Systems that schedule actions in terms of metric time constraints typically represent and reason about an external numeric clock or calendar and can be contrasted with those systems that represent time purely symbolically. The following topics are discussed: integrating planning and scheduling; integrating symbolic goals and numerical utilities; managing uncertainty; incremental rescheduling; managing limited computation time; anytime scheduling and planning algorithms, systems; dependency analysis and schedule reuse; management of schedule and plan execution; and incorporation of discrete event techniques

    Second CLIPS Conference Proceedings, volume 1

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    Topics covered at the 2nd CLIPS Conference held at the Johnson Space Center, September 23-25, 1991 are given. Topics include rule groupings, fault detection using expert systems, decision making using expert systems, knowledge representation, computer aided design and debugging expert systems

    Behavioural state machines

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    Fourth Conference on Artificial Intelligence for Space Applications

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    Proceedings of a conference held in Huntsville, Alabama, on November 15-16, 1988. The Fourth Conference on Artificial Intelligence for Space Applications brings together diverse technical and scientific work in order to help those who employ AI methods in space applications to identify common goals and to address issues of general interest in the AI community. Topics include the following: space applications of expert systems in fault diagnostics, in telemetry monitoring and data collection, in design and systems integration; and in planning and scheduling; knowledge representation, capture, verification, and management; robotics and vision; adaptive learning; and automatic programming

    Representing intelligent decision making in discrete event simulation : a stochastic neural network approach

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    The problem of representing decision making behaviour in discrete event simulation was investigated. Of particular interest was modelling variety in the decisions, where different people might make different decisions even where the same circumstances hold. An initial investigation of existing and alternative approaches for representing decision making was carried out. This led to the suggestion of using a neural network to represent the decision making behaviour in the form of a multi-criteria probability distribution based on data of observed decision making. The feasibility of the stochastic neural network approach was investigated. Models were fitted using artificial data from discrete and continuous distributions that included the shape parameters as inputs, and tested against known results from the distributions. Also a bank simulation was used to collect data from volunteers who controlled the queuing decisions of customers inside the bank. Models of their behaviour were created and implemented in the bank simulation to automate the decision making of customers. The investigation established the feasibility of the approach, although it indicated the need for substantial amounts of data showing examples of decision making. A hybrid model that combined the stochastic neural network approach with a rule-based approach allowed the development of more general models of decision making behaviour

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity
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