Industry
The Hearsay Speech Understanding System: An Example of the Recognition Process
This paper describes the structure and operation of the Hearsay speech understanding system by the use of a specific example illustrating the various stages of recognition. The system consists of a set of cooperating independent processes, each representing a source of Knowledge. The knowledge is used either to predict what may appear in a given context or to verify hypotheses resulting from a prediction. The structure of the system is illustrated by considering its Operation in a particular task situation: Voice-Chess. The representation and use of various sources of knowledge are outlined. Preliminary results of the reduction in search resulting from the use of various sources of knowledge are given.See also: IEEE Transactions on Computers C-25:427-431.(1976).In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20-23 August 1973, Stanford University Stanford, California.
On the Mechanization of Abductive Logic
ON THE MECHANIZATION OF ABDUCTIVE LOGIC Harry E. Pople, Jr. Graduate School of Business University of Pittsburgh Pittsburgh, Pennsylvania 15260 Session 6 Logic: II Theorem Proving and Abstract Abduction Is a basic form of logical inference, which is said to engender the use of plans, perceptual models, intuitions, and analogical reasoning - all aspects of Intelligent behavior that have so far failed to find representation in existing formal deductive systems. This paper explores the abductive reasoning process and develops a model for its mechanization, .which An application of the method to the problem of medical diagnosis is discussed. Introduction There has been growing criticism lately concerning the methodology of artificial intelligence. While differing in the specifics of their analyses of the problem, most thoughtful observers seem to feel that the current stock of deductive machinery is simply not up to the task at hand.
A look at biological and machine perception
The study of perception is divided among many established sciences: physiology, experimental psychology and machine intelligence; with several others making contributions. But each of the contributing sciences tends to have its own concepts, and ways of considering problems. Each -- to use T. S. Kuhn's term (1962) -- has its own'paradigm', within which its science is respectable. This can make cooperation difficult, as misunderstandings (and even distrust) can be generated by paradigm differences. This paper is a plea to consider perceptual phenomena from many points of view, and to consider whether a general paradigm for perception might be found.
Teaching Children Thinking
The phrase "technology and education" usually means inventing new gadgets to teach the same old stuff in a thinly disguised version of the same old way. Moreover, if the gadgets are computers, the same old teaching becomes incredibly more expensive and biased towards its dullest parts, namely the kind of rote learning in which measurable results can be obtained by treating the children like pigeons in a Skinner box. The purpose of this essay is to present a grander vision of an educational system in which technology is used not in the form of machines for processing children but as something the child himself will earn to manipulate, to extend, to apply to projects, thereby gaining a greater and more articulate mastery of the world, a sense of the power of applied knowledge and a self-confidently realistic image of himself as an intellectual agent. Stated more simply, I believe with Dewey, Montessori, and Piaget that children learn by doing and by thinking about what they do. And so the fundamental ingredients of educational innovation must be better things to do and better ways to think about oneself doing these things.
Analysis of curved line drawings using context and global information
We describe the analysis of visual scenes consisting of black on white drawings formed with curved lines, depicting familiar objects and forms: houses, trees, persons, and so on; for instance, drawings found in coloring books. The goal of such analysis is to recognize (by computer) such forms and shapes when present in the input scene; that is, to name (correctly) as many parts of the scene as possible: finger, hand, girl, dance, and so on. Complications occur because each input scene contains several such objects, partially occluding each other and in varying degrees of orientation, size, and so on. The analysis of these line drawings is an instance of'the context problem', which can be stated as'given that a set (a scene) is formed by components that locally (by their shape) are ambiguous, because each shape allows a component to have one of several possible values (a circle can be sun, ball, eye, hole) or meanings, can we make use of context information stated in the form of models, in order to single out for each component a value in such manner that the whole set (scene) is consistent or makes global sense?' Thus, shape drastically limits the values that a component could have, and further disambiguation is possible only by using global information (derived from several components and their interrelations or interconnections) under the assumption that the scene as a whole is meaningful. This paper proposes a way to solve'the context problem' in the paradigm of coloring book drawings. We have not implemented this approach; indeed, a purpose of this paper is to collect criticisms and suggestions.
On interpreting Bach
We have attempted to discover formal rules for transcribing into musical notation the fugue subjects of the Well-Tempered Clavier, as this might be done by an amanuensis listening to a'deadpan' performance on the keyboard. In this endeavour two kinds of problem arise: what are the harmonic relations between the notes, and what are the metrical units into which they are grouped? The harmonic problem is that the number of keyboard semitones between two notes does not define-- their harmonic relation, and we further develop an earlier theory of such relations, arriving at an algorithm which assigns every fugue to the right key and correctly notates every accidental in its subject.
A General Game-Playing Program
A general game-playing program must know the rules of the particular playing game. These rules are:(1) an algorithm indicating the winning state;(2) an algorithm enumerating legal moves. A move gives a set of changes from the present situation.There are two means of giving these rules:(1) We can write a subroutine which recognizes if we have won and another which enumerates legal moves. Such a subroutine is a black box giving to the calling program the answer: 'you win' or 'you do not win', or the list of legal moves. But it cannot know what is in that subroutine.(2) We can also define a language in which we describe the rules of a game. The program investigates the rules written with this language and finds some indications to improve its play. Artificial Intelligence and Heuristic Programming Edinburgh University Press
Challenge to Artificial Intelligence: Programming Problems to be Solved
Session No. 2 Applications 59 CHALLENGE TO ARTIFICIAL INTELLIGENCE: PROGRAMMING PROBLEMS TO BE SOLVED Abstract J. E. Sammet IBM Corporation Cambridge, Mass. U. S. A. This paper is in the nature of a challenge to artificial intelligence experts. It suggests that the techniques of artificial intelligence should be applied to some realistic problems which exist in the programming and data processing fields. After a brief review of the little related existing work which has been done, the characteristics of programming problems which make them suitable for the application of artificial intelligence techniques are given. Specific illustrations of problems are provided under the broad categories of data structure and organization, program structure and organization, improvements and corrections of programs, and language. Descriptors artificial intelligence applications programming heuristic techniques I. INTRODUCTION It has been over 15 years since computers were first used for anything resembling "artificial intelligence". The pioneering work of Newell, Shaw, and Simon on proving theorems in the propositional calculus is so well known as not to need discussion for the people knowledgeable in the field of artificial intelligence.