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Relational consistency algorithms and their application in finding subgraph and graph isomorphisms

Classics

The determination of subgraph and graph isomorphisms is an important application for the algebraic manipulation of networks of binary constraints. Simplified and streamlined arc consistency and tree search algorithms are introduced, and experimental results show substantial reduction in timings compared with previous algorithms for determining isomorphisms. Several path consistency algorithms, including a new one, have been timed experimentally on isomorphism problems, and found not to be cost effective despite their theoretical appeal. The importance of this result is enhanced by the absence of previously published experimentation with path consistency. A theoretical study of the new path consistency algorithm provides insight into the experimental results.


Solving Mechanics problems using meta-level inference

Classics

Our purpose in studying natural language understanding in conjunction with problem solving is to bring together the constraints of what formal representation can actually be obtained with the question of what knowledge is required in order to solve a wide range of problems in a semantically rich domain. We believe that these issues cannot sensibly be tackled in isolation. In practical terms we have had the benefits of an increased awareness of common problems in both areas and a realisation that some of our techniques are applicable to both the control of inference and the control of parsing. Early work on solving mathematical problems stated in natural language was done by Bobrow (STUDENT - (i]) and Chamiak (CARPS - [5]). However the rudimentary parsing and simple semantic structures used by Bobrow and Charniak are inadequate for any but the easiest problems. Our intention has been to build on B/RG Chris This work was supported by SRC grant number 94493 and an SRC research studentship for Mellish.


The B* tree search algorithm: A best-first proof procedure

Classics

Searches are conducted whenever selection cannot be done effectively by computing a function of some state description of the competing alternatives.



Synthesizing constraint expressions

Classics

A constraint network representation is presented for a combinatorial search problem: finding values for a set of variables subject to a set of constraints. A theory of consistency levels in such networks is formulated, which is related to problems of backtrack tree search efficiency. An algorithm is developed that can achieve any level of consistency desired, in order to preprocess the problem for subsequent backtrack search, or to function as an alternative to backtrack search by explicitly determining all solutions.


On the branching factor of the alpha-beta pruning algorithm

Classics

An analysis of the alpha-beta pruning algorithm is presented which takes into account both shallow and deep cut-offs. A formula is first developed to measure the average number of terminal nodes examined by the algorithm in a uniform tree of degree n and depth d when ties are allowed among the bottom positions: specifically, all bottom values are assumed to be independent identically distributed random variables drawn from a discrete probability distribution. A worst case analysis over all possible probability distributions is then presented by considering the limiting case when the discrete probability distribution tends to a continuous probability distribution. The branching factor of the alpha-beta pruning algorithm is shown to grow with n as ฮ˜(n/lnn), therefore confirming a claim by Knuth and Moore that deep cut-offs only have a second order effect on the behavior of the algorithm.


Optimizing decision trees through heuristically guided search

Classics

Optimal decision table conversion has been tackled in the literature using two approaches, dynamic programming and branch-and-bound. The former technique is quite effective, but its time and space requirements are independent of how "easy" the given table is. Furthermore, it cannot be used to produce good, quasioptimal solutions. The branch-and-bound technique uses a good heuristic to direct the search, but is cluttered up by an enormous search space, since the number of solutions increases with the number of test variables according to a double exponential. In this paper we suggest a heuristically guided top-down search algorithm which, like dynamic programming, recognizes identical subproblems but which can be used to find both optimal and quasioptimal solutions. The heuristic search method introduced in this paper combines the positive aspects of the above two techniques.


The Computer Revolution in Philosophy

Classics

"Computing can change our ways of thinking about many things, mathematics, biology, engineering, administrative procedures, and many more. But my main concern is that it can change our thinking about ourselves: giving us new models, metaphors, and other thinking tools to aid our efforts to fathom the mysteries of the human mind and heart. The new discipline of Artificial Intelligence is the branch of computing most directly concerned with this revolution. By giving us new, deeper, insights into some of our inner processes, it changes our thinking about ourselves. It therefore changes some of our inner processes, and so changes what we are, like all social, technological and intellectual revolutions." This book, published in 1978 by Harvester Press and Humanities Press, has been out of print for many years, and is now online, produced from a scanned in copy of the original, digitised by OCR software and made available in September 2001. Since then a number of notes and corrections have been added. Atlantic Highlands, NJ: Humanities Press.


Pattern-based representation of chess end-game knowledge

Classics

Master skill--operational in the sense-t'hat it can be run on Another form of the'Master skill' aspiration aims at correct'strong mastery' in this sense is attainable for the complete None of the above listed endgames contains anything problematical from a Master's point of view and computer programs Using a vocabulary which is defined in Kmoch's (1959) 'An enemy pawn ahead on the same file is a counterpawn, Some of these relations may be very useful if developed further. For expmple, if a pawn is'overloaded', in that it is pefforming Defence Diagram, see Figure 1). A rule is applied'to a position (in a manner familiar to'forcing tree' that guarantees the achievement of better-goals The'and-or' tree search, carried out by module 1 of the AU Figure 1 The ADD corresponding to the position shown in Figure 1. The Computer Journal ' HOW DIFFICULT IS THE KNKR PROBLEM? Longest variation in Fine before capture of the Knight: 24 moves; longest known variation 27 moves.


OPS, a domain-independent production system language

Classics

Abstract: It has been claimed that production systems have several advantages over other representational schemes. These include the potential for general self-augmentation (i.e., learning of new behavior) and the ability to function in complex environments. The production system language, OPS, was implemented to test these claims. In this paper we explore some of the issues that bear on the design of production system languages and try to show the adequacy of OPS for its intended purpose. I. INTRODUCTION Much of the work that has been done with production systems during the past few years has had as its primary goal the development of systems that are expert in some particular task. The tasks so far addressed include: chemical inference [Buchanan and Lederberg, J 971], medical diagnosis [Davis, Buchanan, and Shortliffe, 1975], discovery in mathematics [Lenat, 1976], speech recognition [Erman and Lesser, 1975; McCracken, 1977], and automatic programming [Barstow, 1977]. Although many of these systems have shown impressive power in the particular task for which they were designed, there remains a question of how suitable the production system representation is for large general problem solving programs. The Instructable Production System (IPS) project at CMU [Rychener and Newell, 1977] is attempting to answer this question. It has been claimed that production systems are capable of learning in a nontrivial way. If this is true, a production system should be able to learn not only facts, but also new behaviors.