10,311 research outputs found
The riddle of togelby
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio
Temiar Reduplication in One-Level Prosodic Morphology
Temiar reduplication is a difficult piece of prosodic morphology. This paper
presents the first computational analysis of Temiar reduplication, using the
novel finite-state approach of One-Level Prosodic Morphology originally
developed by Walther (1999b, 2000). After reviewing both the data and the basic
tenets of One-level Prosodic Morphology, the analysis is laid out in some
detail, using the notation of the FSA Utilities finite-state toolkit (van Noord
1997). One important discovery is that in this approach one can easily define a
regular expression operator which ambiguously scans a string in the left- or
rightward direction for a certain prosodic property. This yields an elegant
account of base-length-dependent triggering of reduplication as found in
Temiar.Comment: 9 pages, 2 figures. Finite-State Phonology: SIGPHON-2000, Proceedings
of the Fifth Workshop of the ACL Special Interest Group in Computational
Phonology, pp.13-21. Aug. 6, 2000. Luxembour
DNA Computing by Self-Assembly
Information and algorithms appear to be central to biological organization
and processes, from the storage and reproduction of genetic information to
the control of developmental processes to the sophisticated computations
performed by the nervous system. Much as human technology uses electronic
microprocessors to control electromechanical devices, biological
organisms use biochemical circuits to control molecular and chemical events.
The engineering and programming of biochemical circuits, in vivo and in
vitro, would transform industries that use chemical and nanostructured
materials. Although the construction of biochemical circuits has been
explored theoretically since the birth of molecular biology, our practical
experience with the capabilities and possible programming of biochemical
algorithms is still very young
Learning Moore Machines from Input-Output Traces
The problem of learning automata from example traces (but no equivalence or
membership queries) is fundamental in automata learning theory and practice. In
this paper we study this problem for finite state machines with inputs and
outputs, and in particular for Moore machines. We develop three algorithms for
solving this problem: (1) the PTAP algorithm, which transforms a set of
input-output traces into an incomplete Moore machine and then completes the
machine with self-loops; (2) the PRPNI algorithm, which uses the well-known
RPNI algorithm for automata learning to learn a product of automata encoding a
Moore machine; and (3) the MooreMI algorithm, which directly learns a Moore
machine using PTAP extended with state merging. We prove that MooreMI has the
fundamental identification in the limit property. We also compare the
algorithms experimentally in terms of the size of the learned machine and
several notions of accuracy, introduced in this paper. Finally, we compare with
OSTIA, an algorithm that learns a more general class of transducers, and find
that OSTIA generally does not learn a Moore machine, even when fed with a
characteristic sample
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