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24 The Design Philosophy of POP-2 R.J. Popplestone

AI Classics

INTRODUCTION Pop-2 (Burstall & Popplestone, 1968) represents a fairly far-reaching revision, extension and systematization of the author's Pop-1 (Popplestone, 1968). The thoughts expressed here consequently represent a point of view elaborated jointly with my co-designer of Pop-2, Dr R. M. Burstall. AIMS POP-2 is a language to be implemented on real machines, using modest resources of manpower. An implementation of the language must be possible which permits large problems to be tackled. This implementation must not be too inefficient in its use of machine time, or too profligate in its use of store. The language must also take into account such properties of real machines as overwritable store--that is to say it must not be a purely constructive language: it must allow assignment. Pop-2 handles a large range of structures such as list cells (cf. CPO and records (called beads in AED).


18 The Syntactic Analysis of English by Machine

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J. P. Thorne Department of English Language P. Bratley and H. Dewar Department of Computer Science University of Edinburgh 1. INTRODUCTION In this paper we describe a program which will assign deep and surface structure analyses to an infinite number of English sentences.1 The design of this program differs in several respects from that of other automatic parsers presently in existence. All these differences are a consequence of the particular aim we have pursued in writing the program, which represents an attempt to construct a device that will not only assign a syntactic analysis to any English sentence-that is, a record of the syntactic structure that the native speaker Perceives in any English sentence-but which also, to some extent, simulates the way in which he perceives this structure. This is not to say that the analyzer differs from others because we have based its design upon the findings of psycholinguistic experiments. For one thing very few experiments on the perception of syntactic structure have been carried out and for the most part the results have been fairly inconclusive. But it is the case that we have, as far as possible, treated the task of constructing an automatic parser as being itself a psycholinguistic experiment. That is to say, any proposal regarding the possible operation of the program has been judged (mainly as the result of introspection) according to whether or not it seemed to be consistent with human behaviour. And this has led to our incorporating certain features which are absent from other automatic parsing systems. Among the most notable of these features is the program's ability to assign syntactic labels to an infinite number of words while operating with a finite dictionary. As far as we know, all other automatic parsers of English (or 1 This work was supported by the Office for Scientific and Technical Information Grant No. ID/102/2/06 to Professor Angus McIntosh.


MAN-MACHINE INTERACTION

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SUMMARY This paper describes some of the difficulties in maintaining large computer systems and considers how machine perception techniques can be applied to the problem. A program called the'engineer's assistant' is described as a step in the right direction. Elaborations are made on the meaning of'the right direction', and an experimental implementation of some of these ideas is described. INTRODUCTION A large computer system is usually maintained by a team of engineers. Inevitably these tend to be of different abilities, and some of them become more knowledgeable and therefore more proficient than others in specific areas of the machine. Although computer'down time' has become more expensive by an order of magnitude on present large systems compared to the last generation, the engineers are not mending faults an order of magnitude faster.


13 Experiments with a Pleasure-seeking - Automaton J. E. Doran

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INTRODUCTION Attempts to write'intelligent' computer programs have commonly involved the choice for attack of some particular aspect of intelligent behaviour, together with the choice of some relevant task, or range of tasks, which the program must perform. The emphasis is sometimes on the generality of the program's ability, sometimes on the importance of the particular task which it can perform. Well-known examples of such programs are Newell, Shaw, and Simon's General Problem Solver (1959; see also Ernst and Newell, 1967), which is applicable to a wide range of simple problems, Samuel's checker (draughts) playing program (1959, 1967), and the program written by Evans (1964), which solves geometric analogy problems. However, there is another approach to the goal of machine intelligence which stresses the relationship of an organism to its environment and which sets out from the start to understand what is involved in this relationship. Long ago Grey Walter (1953) experimented with mechanical'tortoises' which could range over the floor in a lifelike manner. Toda (1962), in a whimsical and illuminating paper, has discussed the problems facing an automaton in a simple artificial environment. Friedman (1967), a psychologist, has described a computer simulation of instinctive behaviour involving an automaton equipped with sensory and motor systems. Sandewall (1967) has gone deeply into an automaton/environment relationship with a rather more formal approach. This list is far from complete. In particular, robots of various kinds are under construction at a number of research centres, notably at the Stanford Research Institute (Nilsson and Raphael, 1967). The reader may find it helpful to meditate on the situation of, say, a rat in a cage, as seen by the rat.


10 On Representations of Problems of Reasoning about Actions Saul Amarel

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The general problem of re-Presentation is concerned with the relationship between different ways of formulating a problem to a problem solving system and the efficiency with which the system can be expected to find a solution to the problem. An understanding of the relationship between problem formulation and problem solving efficiency is a prerequisite for the design of procedures that can automatically choose the most appropriate' representation of a problem (they can find a point of view' of the problem that maximally simplifies the process of finding a solution). Many problems of practical importance are problems of reasoning about actions. In these problems, a course of action has to be found that satisfies a number of specified conditions. A formal definition of this class of problems is given in the next section, in the context of a general conceptual framework for formulating these problems for computers. Everyday examples of reasoning about actions include planning an airplane trip, organizing a dinner party, etc. There are many examples of industrial and military problems in this category, such as scheduling assembly and transportation processes, designing a program for a computer, planning a military operation, etc. The research presented in this paper was sponsored in part by the Air Force Office of Scientific Research, under Contract Number A F49(638)-1184. Part of this work was done while the author was on a visiting appointment at the Computer Science Department of the Carnegie Institute of Technology, Pittsburgh, Pa.


12 Kalah on Atlas A. G. Bell I INTRODUCTION This is a report on work done with the

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The original intention was to demonstrate the on-line typewriter to visitors via a simple system which reacted to the user, in this case by refusing to be beaten twice in the same way at the game of Kalah. The mechanism to achieve this is a memory, built up from information obtained in previous games, which is stored on magnetic tape. The program was designed to keep the size of this memory to small proportions by implementing two mechanisms the author believes to be commonly used by humans when solving problems. The two mechanisms are: 1. ignoring irrelevant information in the sense that, although it exists, it is highly probable that its precise structure or properties cannot alter the relevant information or characteristics of the problem being considered, and 2. accepting positions close to a solution or win, providing the opponent is further from a win. Some of the difficulties of testing these ideas in practice are discussed and suggestions are made on how to overcome them, in particular with the game of solo whist.