Pattern Recognition
Learning Language Using a Pattern Recognition Approach
A pattern recognition algorithm is described that learns a transition net grammar from positive examples. Two sets of examples -- one in English and one in Chinese -- are presented. It is hoped that language learning will reduce the knowledge acquisition effort for expert systems and make the natural language interface to database systems more transportable. The algorithm presented makes a step in that direction by providing a robust parser and reducing special interaction for introduction of new words and terms.
Learning Language Using a Pattern Recognition Approach
A pattern recognition algorithm is described that learns a transition net grammar from positive examples. Two sets of examples -- one in English and one in Chinese -- are presented. It is hoped that language learning will reduce the knowledge acquisition effort for expert systems and make the natural language interface to database systems more transportable. The algorithm presented makes a step in that direction by providing a robust parser and reducing special interaction for introduction of new words and terms.
Rete: A Fast Algorithm for the Many Pattern/Many Object Pattern Match Problem
The Rete Match Algorithm is an efficient method for comparing a large collection of patterns to a large collection of objects. It finds all the objects that match each pattern. The algorithm was developed for use in production system interpreters, and it has been used for systems containing from a few hundred to more than a thousand patterns and objects. This article presents the algorithm in detail. It explains the basic concepts of the algorithm, it describes pattern and object representations that are appropriate for the algorithm, and it describes the operations performed by the pattern matcher.
PROLOG: The language and its implementation compared with LISP
Warren, D. H. D. | Pereira, L. M. | Pereira, F.
Prolog is a simple but powerful programming language founded on symbolic logic. The basic computational mechanism is a pattern matching process ("unification") operating on general record structures ("terms" of logic). We briefly review the language and compare it especially with pure Lisp. The remainder of the paper discusses techniques for implementing Prolog efficiently; in particular we describe how to compile the patterns involved in the matching process. These techniques are as incorporated in our DECsystem-10 Prolog compiler (written in Prolog).
QLISP: A language for the interactive development of complex systems
Sacerdoti, E. D. | Fikes, R. E. | Reboh, R. | Sagalowicz, D. | Waldinger, R. J. | Wilber, B. M.
This paper presents a functional overview of the features and capabilities of QLISP, one of the newest of the current generation of very high level languages developed for use in Artificial Intelligence (AI) research.QLISP is both a programming language and an interactive programming environment. It embeds an extended version of QA4, an earlier AI language, in INTERLISP, a widely available version of LISP with a variety of sophisticated programming aids.The language features provided by QLISP include a variety of useful data types, an associative data base for the storage and retrieval of expressions, the ability to associate property lists with arbitrary expressions, a powerful pattern matcher based on a unification algorithm, pattern-directed function invocation, "teams" of pattern invoked functions, a sophisticated mechanism for breaking a data base into contexts, generators for associative data retrieval, and easy extensibility.System features available in QLISP include a very smooth interaction with the underlying INTERLISP language, a facility for aggregating multiple pattern matches, and features for interactive control of programs.A number of applications to which QLISP has been put are briefly discussed, and some directions for future development are presented. SRI Tech.Note 120, AI Center, SRI International, Inc., Menlo Park, Calif.
Computers and Thought
E.A. Feigenbaum and J. Feldman (Eds.). Computers and Thought. McGraw-Hill, 1963. This collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. All Parts are available as downloadable pdf files; most individual chapters are also available separately. COMPUTING MACHINERY AND INTELLIGENCE. A. M. Turing. CHESS-PLAYING PROGRAMS AND THE PROBLEM OF COMPLEXITY. Allen Newell, J.C. Shaw and H.A. Simon. SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS. A. L. Samuel. EMPIRICAL EXPLORATIONS WITH THE LOGIC THEORY MACHINE: A CASE STUDY IN HEURISTICS. Allen Newell J.C. Shaw and H.A. Simon. REALIZATION OF A GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter. EMPIRICAL EXPLORATIONS OF THE GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter, J.R. Hansen, and D. W. Loveland. SUMMARY OF A HEURISTIC LINE BALANCING PROCEDURE. Fred M. Tonge. A HEURISTIC PROGRAM THAT SOLVES SYMBOLIC INTEGRATION PROBLEMS IN FRESHMAN CALCULUS. James R. Slagle. BASEBALL: AN AUTOMATIC QUESTION ANSWERER. Green, Bert F. Jr., Alice K. Wolf, Carol Chomsky, and Kenneth Laughery. INFERENTIAL MEMORY AS THE BASIS OF MACHINES WHICH UNDERSTAND NATURAL LANGUAGE. Robert K. Lindsay. PATTERN RECOGNITION BY MACHINE. Oliver G. Selfridge and Ulric Neisser. A PATTERN-RECOGNITION PROGRAM THAT GENERATES, EVALUATES, AND ADJUSTS ITS OWN OPERATORS. Leonard Uhr and Charles Vossler. GPS, A PROGRAM THAT SIMULATES HUMAN THOUGHT. Allen Newell and H.A. Simon. THE SIMULATION OF VERBAL LEARNING BEHAVIOR. Edward A. Feigenbaum. PROGRAMMING A MODEL OF HUMAN CONCEPT FORMULATION. Earl B. Hunt and Carl I. Hovland. SIMULATION OF BEHAVIOR IN THE BINARY CHOICE EXPERIMENT Julian Feldman. A MODEL OF THE TRUST INVESTMENT PROCESS. Geoffrey P. E. Clarkson. A COMPUTER MODEL OF ELEMENTARY SOCIAL BEHAVIOR. John T. Gullahorn and Jeanne E. Gullahorn. TOWARD INTELLIGENT MACHINES. Paul Armer. STEPS TOWARD ARTIFICIAL INTELLIGENCE. Marvin Minsky. A SELECTED DESCRIPTOR-INDEXED BIBLIOGRAPHY TO THE LITERATURE ON ARTIFICIAL INTELLIGENCE. Marvin Minsky.
Suggestions for self-adapting computer models of brain functions
This paper describes an attempt to make use of machine learning or self-organizing processes in the design of a pattern-recognition program. The program starts not only without any knowledge of specific patterns to be input, but also without any operators for processing inputs. Operators are generated and refined by the program itself as a function of the problem space and of its own successes and failures in dealing with the problem space. Not only does the program learn information about different patterns, it also learns or constructs, in part at least, a secondary code appropriate for the analysis of the particular set of patterns input to it.