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19 Parallel and Serial Methods of Pattern Matching D. J. Willshaw and 0. P. Buneman

AI Classics

We describe how to design simple contentaddressable memories, functioning in parallel, which can do this and which, in some sense, can generalise about the stored data. Secondly, we consider how certain graphical representations of data may be suitable for use in efficient serial search strategies. We indicate how such structures can be used in diagnosis when the availability or cost of tests to be applied cannot be determined in advance. The type of parallel system to be considered is to store descriptions of a set of patterns, and is then to be used to supplement an incomplete description of a newly presented pattern by matching it against those in store. If this partial description matches one or more of the stored patterns then we would like the memory to provide us with the partial description that these patterns share. If the new pattern does not match any in store then we expect that the information supplied will be according to the relationships between the pattern presented and those in store. The information that we require our memory to provide when given an incomplete description as an address is therefore more than just the response'yes' or'no'. In this respect our type of system differs from content-addressable parallel memories used in computer technology, and for the same reason its capabilities exceed that of a switching network which is designed to respond positively when the states of its input channels attain one of a number of combinations of binary values (Richards 1971, Renwick and Cole 1971). This paper generalises the work of Willshaw (1972) to ensembles which conform to few or no logical constraints.


15 Mathematical and Computational Models of Transformational Grammar

AI Classics

INTRODUCTION In this paper we compare three models of transformational grammar: the mathematical model of Ginsburg and Partee (1969) as applied by Salomaa (1971), the mathematical model of Peters and Ritchie (1971 and forthcoming), and the computer model of Friedman et al. (1971). All of these are, of course, based on the work of Chomsky as presented in Aspects of the Theory of Syntax (1965). We were led to this comparison by the observation that the computer model is weaker in three important ways: search depth is not unbounded, structures matching variables cannot be compared, and structures matching variables cannot be moved. All of these are important to the explanatory adequacy of transformational grammar. Both mathematical models allow the first, they each allow some form of the second, one of them allows the third. We were interested in the mathematical consequences of our restrictions. The comparison will be carried out by reformulating in the computer system the most interesting proofs to date of the ability of transformational grammars to generate any recursively enumerable set.


10 And-or Graphs, Theorem-proving Graphs and Bi-directional Search

AI Classics

And-or graphs and theorem-proving graphs determine the same kind of search space and differ only in the direction of search: from axioms to goals, in the case of theorem-proving graphs, and in the opposite direction, from goals to axioms, in the case of and-or graphs. Bi-directional search strategies combine both directions of search. We investigate the construction of a single general algorithm which covers uni-directional search both for and-or graphs and for theorem-proving graphs, bi-directional search for path-finding problems and search for a simplest solution as well as search for any solution. We obtain a general theory of completeness which applies to search spaces with infinite or-branching. In the case of search for any solution, we argue against the application of strategies designed for finding simplest solutions, but argue for assigning a major role in guiding the search to the use of symbol complexity (the number of symbol occurrences in a derivation).


11 An Approach to the Frame Problem, and its Implementation E. Sandewall

AI Classics

The frame problem in representing natural-language information is discussed. It is argued that the problem is not restricted to problem-solving-type situations, in which it has mostly been studied so far, but also has a broader significance. A new solution to the frame problem, which arose within a larger system for representing natural-language information, is described. The basic idea is to extend the predicate calculus notation with a special operator, Unless, with peculiar properties. Some difficulties with Unless are described. THE FRAME PROBLEM This paper proposes a method for handling the frame problem in representing conceptual, or natural-language-type information.


MACHINE INTELLIGENCE 2

AI Classics

C. COOPER 21 3 Data representation--the key to conceptualisation: D. B. VIGOR 33 MECHANISED MATHEMATICS 45 4 An approach to analytic integration using ordered algebraic expressions: L. I. HODGSON 47 5 Some theorem-proving strategies based on the resolution principle: J. L DARLINGTON 57 MACHINE LEARNING AND HEURISTIC PROGRAMMING 73 6 Automatic description and recognition of board patterns in Go-Moku: A. M. MURRAY and E. W. Etcomc


PAGE PREFACE INTRODUCTION

AI Classics

C. COOPER 21 3 Data representation--the key to conceptualisation: D. B. VIGOR 33 MECHANISED MATHEMATICS 45 4 An approach to analytic integration using ordered algebraic expressions: L. I. HODGSON 47 5 Some theorem-proving strategies based on the resolution principle: J. L DARLINGTON 57 MACHINE LEARNING AND HEURISTIC PROGRAMMING 73 6 Automatic description and recognition of board patterns in Go-Moku: A. M. MURRAY and E. W. Etcomc



BOXES: AN EXPERIMENT IN ADAPTIVE CONTROL D. MICHIE and R. A. CHAMBERS

AI Classics

BOXES is the name of a computer program. We shall also use the word boxes to refer to a particular approach to decision-taking under uncertainty which has been used as the basis of a number of computer programs. Figure 1 shows a photograph of an assemblage of actual boxes--matchboxes to be exact. Although the construction of this Matchbox Educable Noughts and Crosses Engine (Michie 1961, 1963) was undertaken as a'fun project', there was present a more serious intention to demonstrate the principle that it may be easier to learn to play many easy games than one difficult one. Consequently it may be advantageous to decompose a game into a number of mutually independent sub-games even if much relevant information is put out of reach in the process. The principle is related to the method of subgoals in problem-solving (see Newell et al. 1960) but differs in one fundamental respect: subgoals are linked in series, while sub-games are played in parallel, in a sense which will become apparent. DECOMPOSITION INTO SUB-GAMES The motivation for developing algorithms for small games (by a'small' game we mean one with so few board positions that a boxes approach is feasible) needs explanation, since small games are generally too trivial to be of intellectual interest in themselves.


NEW DEVELOPMENTS OF THE GRAPH TRAVERSER

AI Classics

INTRODUCTION This paper describes some recent experiments with a computer program which is capable of useful, or at least interesting, application to a number of different problems. The program, the Graph Traverser, has been described in detail in a previous paper (Doran & Michie 1966). However, we shall here need to view the basic algorithm from a rather more general standpoint, corresponding to an actual extension in the flexibility of the program, so that a restatement of what the program can do is desirable. The Graph Traverser, which is written in Elliott 4100 Algol, is potentially applicable to problem situations which can be idealised in the following way (see for comparison Newell and Ernst 1965). There is given a set of'states', which are connected by a set of'transformations', or, as I shall call them, 'operators'. An operator will be applicable to some, but not necessarily all, of the states and two distinct operators applied to either the same or distinct states may each give the same state as end-product. Most of the concepts to be used here which are related to the use of operators were discussed in a paper by Michie (1967). This type of problem situation is represented in Figure 1 by a graph (in the mathematical sense) to which have been added various labels. In this representation states correspond to nodes of the graph, and operators to labelled arcs--a, b, c in this quite arbitrary case. Notice that associated with each node (or state) is a triad of integers.


A FIVE-YEAR PLAN FOR AUTOMATIC CHESS I. J. GOOD

AI Classics

JUSTIFICATION OF CHESS PROGRAMS Young animals play games in order to prepare themselves for the business of serious living, without getting hurt in the training period. Game-playing on computers serves a similar function. It can teach us something about the structure of thought processes and the theory of struggle and has the advantage over economic modelling that the rules and objectives are clear-cut. If the machine wins tournaments it must be a good player. The complexity and originality of a master chess player is perhaps greater than that of a professional economist. The chess player continually pits his wits against other players and the precision of the rules makes feasible a depth of thinking comparable to that in mathematics. No program has yet been written that plays chess of even good amateur standard. A really good chess program would be a breakthrough in work on machine intelligence, and would be a great encouragement to workers in other parts of this field and to those ...