Country
Control Algorithm of the Walker Climbing Over Obstacles
Okhotsimski, D.E., A.K, Platonov
The paper deals with the problem of development the multilevel control algorithms fo r six-legged automatic walker, which provide the walker with the possibility to analyse the terrain profile before it while moving over rough terrain , and to synthesize adequate, rather reasonable kinematics of body and legs for walker's locomotion along the route and climbing over obstacles on it s way. DC simulation and analysis of walker's model moving image on DC display screen make it possible to evaluate the algorithms developed and to find ways for their improvement.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20-23 August 1973, Stanford University Stanford, California.
A universal modular actor formalism for artificial intelligence
Bishop, Peter, Steiger, Richard
This paper proposes a modular ACTOR architecture and definitional method for artificial intelligence that is conceptually based on a single kind of object: actors [or, if you will, virtual processors, activation frames, or streams]. The formalism makes no presuppositions about the representation of primitive data structures and control structures. Such structures can be programmed, micro-coded, or hard wired 1n a uniform modular fashion. In fact it is impossible to determine whether a given object is "really" represented as a list, a vector, a hash table, a function, or a process. The architecture will efficiently run the coming generation of PLANNER-like artificial intelligence languages including those requiring a high degree of parallelism. The efficiency is gained without loss of programming generality because it only makes certain actors more efficient; it does not change their behavioral characteristics. The architecture is general with respect to control structure and does not have or need goto, interrupt, or semaphore primitives. The formalism achieves the goals that the disallowed constructs are intended to achieve by other more structured methods.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20-23 August 1973, Stanford University Stanford, California.
System Organizations for Speech Understanding: Implications of Network and Multiprocessor Computer Architecture for A.I.
This paper considers various factors affecting system organization for speech understanding research. The structure of the Hearsay system based on a set of cooperating, independent processes using the hypothesize-and-test paradigm is presented. Design considerations for the effective use of multiprocessor and network architectures in speech understanding systems are presented: control of processes, interprocess communication and data sharing, resource allocation, and debugging are discussed.See also: IEEE Xplore.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20-23 August 1973, Stanford University Stanford, California.
Computer Description of Textured Surfaces
This work deals with computer analysis of textured surfaces. Descriptions of textures are formalized from natural language descriptions. Local texture descriptions are obtained from the directional and non-directional components of the Fourier transform power spectrum. Analytic expressions are derived for orientation, contrast, size, spacing, and in periodic cases, the locations of texture elements. The local descriptions are defined over windows of varying sizes.See also: ACM Digital Library.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, Stanford University Stanford, California, 20-23 August
Analysis of the alpha-beta pruning algorithm
Fuller, S. H., Gaschnig, J. G., Gillogly, J. J.
Dept. of Computer Science, Carnegie-Mellon University. "Many game-playing programs must search very large game trees. Use of the alpha-beta pruning algorithm instead of the simple minimax search reduces by a large factor the number of bottom positions which must be examined in the search. An analytical expression for the expected number of bottom positions examined in a game tree using alpha-beta pruning is derived, subject to the assumptions that the branching factor N and the depth D of the tree are arbitrary but fixed, and the bottom positions are a random permutation of ND unique values. A simple approximation to the growth rate of the expected number of bottom positions examined is suggested, based on a Monte Carlo simulation for large values of N and D. The behavior of the model is compared with the behavior of the alpha-beta algorithm in a chess playing program and the effects of correlation and non-unique bottom position values in real game trees are examined."
The proper treatment of quantification in ordinary English
The aim of this paper is to present in a rigorous way the syntax and semantics of a certain fragment of a certain dialect of English. Patrick Suppes claims, in a paper prepared for the present workshop [the 1970 Stanford Workshop on Grammar and Semantics], that at the present time the semantics of natural languages are less satisfactorily formulated than the grammars ¼ [and] a complete grammar for any significant fragment of natural language is yet to be written.'' This claim would of course be accurate if restricted in its application to the attempts emanating from the Massachusetts Institute of Technology, but fails to take into account the syntactic and semantic treatments proposed in Montague (1970a, b). Thus the present paper cannot claim to present the first complete syntax (or grammar, in Suppes' terminology) and semantics for a significant fragment of natural language; and it is perhaps not inappropriate to sketch relations between the earlier proposals and the one given below. Montague (1970b) contains a general theory of languages, their interpretations, and the inducing of interpretations by translation.