A Web-Based Game for Collecting Commonsense Goals

Total Page:16

File Type:pdf, Size:1020Kb

A Web-Based Game for Collecting Commonsense Goals Common Consensus: a web-based game for collecting commonsense goals Henry Lieberman Dustin A Smith Alea Teeters MIT Media Lab MIT Media Lab MIT Media Lab 20 Ames St. E15-384A 20 Ames St. E15-320F 20 Ames St. E15-X Cambridge, MA 02139, USA Cambridge, MA 02139, USA Cambridge, MA 02139, USA +1-617-253-0315 +1-617-253-0315 +1-617-253-0315 [email protected] [email protected] [email protected] ABSTRACT everyday goals to a large knowledge base. A knowledge base In our research on Commonsense reasoning, we have found of goals and associated information will serve as a resource that an especially important kind of knowledge is knowl- for intelligent interfaces to model the motivations and actions edge about human goals. Especially when applying Com- of their users. We seek to make the game entertaining enough monsense reasoning to interface agents, we need to recog- to motivate players to contribute, while making sure to get nize goals from user actions (plan recognition), and generate knowledge that answers the questions that interest us and that sequences of actions that implement goals (planning). We represents consensus knowledge according to our users. also often need to answer more general questions about the situations in which goals occur, such as when and where a Collecting Commonsense Knowledge from Volunteers particular goal might be likely, or how long it is likely to take to achieve. A major disparity between computers and humans is that computers do not have the vast resource of everyday knowl- In past work on Commonsense knowledge acquisition, users edge that we humans rely on to solve-problems and com- have been directly asked for such information. Recently, municate. Information such as “people sleep at night” and however, another approach has emerged—to entice users into “doors can be opened” is trivial and implicit to people, but playing games where supplying the knowledge is the means is absent from computer software. The problem of acquir- to scoring well in the game, thus motivating the players. This ing this enormous body of knowledge is known to the arti- approach has been pioneered by Luis von Ahn and his col- ficial intelligence community as the knowledge acquisition leagues, who refer to it as Human Computation. bottleneck. Offering an innovative solution to this problem, the Open Mind [19] and CYC [9] projects demonstrated that Common Consensus is a fun, self-sustaining web-based game, the Internet can be used for distributed knowledge collec- that both collects and validates Commonsense knowledge tion, particularly commonsense knowledge, which, by def- about everyday goals. It is based on the structure of the TV 1 inition, is non-expert and possessed by everyone. Subse- game show Family Feud . A small user study showed that quently, many similar projects have been developed [3] [8] users find the game fun, knowledge quality is very good, and that collect knowledge from volunteers and store them in var- the rate of knowledge collection is rapid. ious formats. The OpenMind project, for example, maintains ACM Classification: H.3.3 [INFORMATION STORAGE the knowledge in basic English statements. AND RETRIEVAL]: Information Search and Retrieval; I.2.6 [ARTIFICIAL INTELLIGENCE]: Learning Motivating Volunteers to Contribute Keywords: knowledge acquisition, commonsense, games, If we expect to continue collecting knowledge from volun- goals, contexts, commonsense knowledge retrieval teers, we must focus on ways to motivate them to contribute high-quality knowledge. Although we have collected a lot of INTRODUCTION knowledge from projects like OpenMind, we are far from the Common Consensus is an on-line game, designed to motivate hundred-of-millions to billions of “pieces of knowledge” that users to contribute Commonsense knowledge about people’s are estimated to be involved with human intelligence [15]. This challenge is exacerbated by the fact that the number of 1 Family Feud is a trademark of FremantleMediaOperations BV. volunteer contributors drops over the life of the project. Permission to make digital or hard copies of all or part of this work for In 2004, von Ahn and colleagues started building web-based personal or classroom use is granted without fee provided that copies are games which serve the dual purposes of acquiring knowledge not made or distributed for profit or commercial advantage and that copies and providing entertainment to their users. Notable such ef- bear this notice and the full citation on the first page. To copy otherwise, to forts include the ESP Game for annotating images; Peek-a- republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. boom, a game designed for segmenting objects in images; IUI'07, January 28–31, 2007, Hawaii, USA.. and Verbosity, a game for collecting commonsense knowl- Copyright 2007 ACM X-XXXXX-XXX-X/XX/XXXX ...$5.00. edge [20], [22] and [21]. Goal-Oriented Commonsense Knowledge To motivate users to contribute, we developed a competitive Having a large amount of knowledge is just one part of the multi-player game where users race against each other to commonsense reasoning problem: we also need good ways contribute commonsense knowledge. Users have found the to retrieve, represent and reason with this knowledge [14]. scoring and user interaction elements of the game enjoyable, Particularly important is knowledge about human goals. Start- and a small user study suggested that most subjects wanted ing from Maslow’s Hierarchy of Human Needs [12], people to continue playing. have desires that motivate their behavior. These goals are broken down into subgoals, and the goal tree terminates in Automatic knowledge validation by consensus Common- concrete actions. Goals often answer the why questions about sense knowledge bases developed by volunteers must antic- human behavior, and provide good clues as to the when, how, ipate noisy data, which comes in the form of misspellings, and other considerations. They are therefore fundamental to incorrect information, and, most commonly, knowledge at explanation. varying levels of detail. This granularity problem leads to knowledge that is difficult to reason with reliably. The game One of our long-term goals is to index Commonsense knowl- structure of Common Consensus inherently provides a data- edge via goals and knowledge associated with goals. To validation mechanism: the scores for players’ answers are our knowledge, this has not yet been done in a comprehen- computed by counting the number of other people who con- sive way for large-scale, everday Commonsense knowledge. tributed the same answer. The more people agree on a spe- Many applications of Commonsense knowledge rely on rel- cific answer, the more confidence we have that this answer is atively simple matching techniques. The simplest of these valid. fall back on Information Extraction technologies such as key- word matching and statistics of word co-occurrence such as Four subjects evaluated the data obtained during the user test- Latent Semantic Analysis to match up goals with statements ing and all of the answers that one third of all users had en- of their methods and results. More complex structural tech- tered were consistently marked as excellent answers for the niques perform limited kinds of reasoning over semantic net- question. The consensus mechanism can serve as a way to works, such as the spreading activation reasoning of Con- screen data. For example, when users were presented with ceptNet [11], Case-Based Reasoning, and structure-mapping the question: What are some things you would use to: cook analogy. Plan recognizers also have a limited capability to dinner? their aggregate answers gravitated toward the super- recognize when a sequence of actions is consistent with the ordinate and basic categories [13]. The most common an- desire to accomplish a certain goal. swers (by the number of unique users) were: food (7), pots (3), pans (3), meat (3), knife (2), oven (2), microwave (2)... But in order to do plan recognition, generation, monitoring, We also collected specific and atypical answers, like garlic and debugging over a wide spectrum of everyday situations, press and obscure answers, like cans but they had a low count it is desirable to collect enough explicit knowledge about (in this case, 1). It should be noted that there is a trade-off goals to reduce the burden of inferring every detail about involved with only using the popular answers: many good goal-oriented behavior from first principles. People are of- uncommon answers are neglected. ten (but not always!) quite articulate about why they are do- ing something, when asked, even though they leave out this Goals as questions and answers: a continuous supply of knowledge as already understood in normal discourse. Thus questions We are collecting first-person goals, which we an application that explicitly asks users for goal-oriented define as a verb and at least one object (e.g., “to write an explanations can quickly amass a large collection of goal email”). Goals can be represented in a hierarchy, where each knowledge. goal may have parent and children goals. A plan is a specific Design Objectives for the Game sequence of sub-goals, and each parent goal can have many We developed a game, Common Consensus, that has the fol- particular sequences of sub-goals (plans). In other words, lowing characteristics: 1) provides entertainment to the users there may be many ways to satisfy a goal (with the email ex- and thus motivation to contribute; 2) defines the quality of an ample: “open Gmail”, “use your Blackberry” are both valid answer by the number of consenting answers; and 3) avoids sub-goals), and each of those ways can be expressed as a se- convergence by replenishing seed questions with common ries of sub-goals.
Recommended publications
  • Open Mind Common Sense: Knowledge Acquisition from the General Public
    Open Mind Common Sense: Knowledge Acquisition from the General Public Push Singh, Grace Lim, Thomas Lin, Erik T. Mueller Travell Perkins, Mark Tompkins, Wan Li Zhu MIT Media Laboratory 20 Ames Street Cambridge, MA 02139 USA {push, glim, tlin, markt, wlz}@mit.edu, [email protected], [email protected] Abstract underpinnings for commonsense reasoning (Shanahan Open Mind Common Sense is a knowledge acquisition 1997), there has been far less work on finding ways to system designed to acquire commonsense knowledge from accumulate the knowledge to do so in practice. The most the general public over the web. We describe and evaluate well-known attempt has been the Cyc project (Lenat 1995) our first fielded system, which enabled the construction of which contains 1.5 million assertions built over 15 years a 400,000 assertion commonsense knowledge base. We at the cost of several tens of millions of dollars. then discuss how our second-generation system addresses Knowledge bases this large require a tremendous effort to weaknesses discovered in the first. The new system engineer. With the exception of Cyc, this problem of scale acquires facts, descriptions, and stories by allowing has made efforts to study and build commonsense participants to construct and fill in natural language knowledge bases nearly non-existent within the artificial templates. It employs word-sense disambiguation and intelligence community. methods of clarifying entered knowledge, analogical inference to provide feedback, and allows participants to validate knowledge and in turn each other. Turning to the general public 1 In this paper we explore a possible solution to this Introduction problem of scale, based on one critical observation: Every We would like to build software agents that can engage in ordinary person has common sense of the kind we want to commonsense reasoning about ordinary human affairs.
    [Show full text]
  • Automatic Affective Feedback in an Email Browser
    Automatic Affective Feedback in an Email Browser Hugo Liu Henry Lieberman Ted Selker Software Agents Group Software Agents Group Context-Aware Computing Group MIT Media Laboratory MIT Media Laboratory MIT Media Laboratory Cambridge, MA 02139 Cambridge, MA 02139 Cambridge, MA 02139 +1 617 253 5334 +1 617 253 0315 +1 617 253 6968 [email protected] [email protected] [email protected] ABSTRACT delighted us, the text sits unmoved in cold, square boxes on This paper demonstrates a new approach to recognizing and the computer screen. Nass et al.’s study of human- presenting the affect of text. The approach starts with a computer social interaction reveals that people naturally corpus of 400,000 responses to questions about everyday expect their interactions with computers to be social and life in Open Mind Common Sense. This so-called affective, just as with other people! [20],[21]. commonsense knowledge is the basis of a textual affect Sadly though, people have been so conditioned to expect so sensing engine. The engine dynamically analyzes a user’s little from the user interfaces of today that we are not even text and senses broad affective qualities of the story at the bothered by their inability to affectively respond to us like a sentence level. This paper shows how a commonsense friend or family member might do. affect model was constructed and incorporated into Chernov face style feedback in an affectively responsive This shortcoming in current user interfaces hinders email browser called EmpathyBuddy. This experimental progress in the bigger picture too. If software is to system reacts to sentences as they are typed.
    [Show full text]
  • Bootstrapping Commonsense Knowledge
    ASTRID: Bootstrapping Commonsense Knowledge Hans Peter Willems MIND|CONSTRUCT March 2021 Abstract The need for Commonsense Knowledge in the machine becomes more and more apparent, as we try to move forward in the development of Artificial (General) Intelligence. It is becoming evident that this kind of knowledge is paramount in the human cognitive capacity and therefore also crucial for machine intelligence to ever reach any level of performance nearing that of a human brain. However, attaining a sufficient amount, and qualitative level, of human Commonsense Knowledge in the machine, appears to be an ‘AI­hard’ or ‘AI­complete’ problem. How do humans do this? There is a lot to be learned from child development, and although there are AI­projects that try to use a developmental model to ‘grow’ intelligence, there have not been any (relevant) Commonsense Knowledge projects that leveraged the child development paradigm. That is, until now. I present ASTRID (Analysis of Systemic Tagging Results in Intelligent Dynamics), a real­world implementation of a Cognitive Architecture based on human developmental models. The current state of this project is the result of a full decade of research and development. This paper describes the project background, underlying philosophies, objectives and current results and insights. Keywords: Commonsense Knowledge, Unsupervised Transfer Learning, Machine Intelligence, Semantics, Natural Language Processing, Deep Inference. ©2021 Hans Peter Willems ­ First published March 22, 2021 online @ https://www.mindconstruct.com This work is licensed under a Creative Commons Attribution­ShareAlike 4.0 License 2 ASTRID: Bootstrapping Commonsense Knowledge The case for Commonsense Knowledge As early as 1959, John McCarthy argued for the need of Commonsense Knowledge to attain human level Artificial Intelligence (McCarthy, 1959), currently referred to as Artificial General Intelligence (AGI).
    [Show full text]
  • Natural Language Understanding with Commonsense Reasoning
    E.T.S. DE INGENIEROS INFORMÁTICOS UNIVERSIDAD POLITÉCNICA DE MADRID MASTER TESIS MSc IN ARTIFICIAL INTELLIGENCE (MUIA) NATURAL LANGUAGE UNDERSTANDING WITH COMMONSENSE REASONING: APPLICATION TO THE WINOGRAD SCHEMA CHALLENGE AUTHOR: ALFONSO LÓPEZ TORRES SUPERVISOR: MARTÍN MOLINA GONZÁLEZ JUNE, 2016 This is for my children Carla and Alonso, and my wife Véronique Thanks for their unconditional support and patient (also for the coming adventures…) v Acknowledgments: I’d like to thank the advices and help received from Martín. I was very lucky being your student. vi RESUMEN En 1950, Alan Turing propuso un test para evaluar el grado de inteligencia humana que podría presentar una máquina. La idea principal era realmente sencilla: llevar a cabo una charla abierta entre un evaluador y la máquina. Si dicho evaluador era incapaz de discernir si el examinado era una persona o una máquina, podría afirmarse que el test había sido superado. Desde entonces, a lo largo de los últimos 60 años se han presentado numerosas propuestas a través de los cuales se han puesto al descubierto ciertas debilidades del test. Quizás la más importante es el hecho de centrarse en la inteligencia humana, dejando a un lado otros tipos de inteligencia. El test obliga en gran medida a definir en la máquina un comportamiento antropomórfico y de imitación con el único fin de pasar el test. Con el fin de superar estos y otros puntos débiles, Hector Levesque propuso en 2011 un nuevo reto, “The Winograd Schema Challenge”. Un sencillo test basado en Pregunta y Respuesta sobre una frase que describe una situación cotidiana.
    [Show full text]
  • Federated Ontology Search Vasco Calais Pedro CMU-LTI-09-010
    Federated Ontology Search Vasco Calais Pedro CMU-LTI-09-010 Language Technologies Institute School of Computer Science Carnegie Mellon University 5000 Forbes Ave. Pittsburgh, PA 15213 www.lti.cs.cmu.edu Thesis Committee: Jaime Carbonell, Chair Eric Nyberg Robert Frederking Eduard Hovy, Information Sciences Institute Submitted in partial fulfillment of the requirements for the degree Doctor of Philosophy In Language and Information Technologies Copyright © 2009 Vasco Calais Pedro For my grandmother, Avó Helena, I am sorry I wasn’t there Abstract An Ontology can be defined as a formal representation of a set of concepts within a domain and the relationships between those concepts. The development of the semantic web initiative is rapidly increasing the number of publicly available ontologies. In such a distributed environment, complex applications often need to handle multiple ontologies in order to provide adequate domain coverage. Surprisingly, there is a lack of adequate frameworks for enabling the use of multiple ontologies transparently while abstracting the particular ontological structures used by that framework. Given that any ontology represents the views of its author or authors, using multiple ontologies requires us to deal with several significant challenges, some stemming from the nature of knowledge itself, such as cases of polysemy or homography, and some stemming from the structures that we choose to represent such knowledge with. The focus of this thesis is to explore a set of techniques that will allow us to overcome some of the challenges found when using multiple ontologies, thus making progress in the creation of a functional information access platform for structured sources.
    [Show full text]
  • Probabilistic Approaches for Answer Selection in Multilingual Question Answering
    Probabilistic Approaches for Answer Selection in Multilingual Question Answering Jeongwoo Ko Aug 27 2007 Language Technologies Institute School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Thesis Committee: Eric Nyberg (Chair) Teruko Mitamura Jaime Carbonell Luo Si (Purdue University) Copyright c 2007 Jeongwoo Ko This work was supported in part by ARDA/DTO Advanced Question Answering for Intelligence (AQUAINT) program award number NBCHC040164 and used the NTCIR 5-6 corpus. Keywords: Answer ranking, answer selection, probabilistic framework, graphi- cal model, multilingual question answering To my family for love and support. iv Abstract Question answering (QA) aims at finding exact answers to a user’s natural language question from a large collection of documents. Most QA systems combine information retrieval with extraction techniques to iden- tify a set of likely candidates and then utilize some selection strategy to generate the final answers. This selection process can be very challenging, as it often entails ranking the relevant answers to the top positions. To address this challenge, many QA systems have incorporated semantic re- sources for answer ranking in a single language. However, there has been little research on a generalized probabilistic framework that models the correctness and correlation of answer candidates for multiple languages. In this thesis, we propose two probabilistic models for answer ranking: independent prediction and joint prediction. The independent prediction model directly estimates the probability of an individual answer candi- date given the degree of answer relevance and the amount of supporting evidence provided in a set of answer candidates. The joint prediction model uses an undirected graph to estimate the joint probability of all answer candidates, from which the probability of an individual candidate is inferred.
    [Show full text]
  • Improving User Experience in Information Retrieval Using Semantic Web and Other Technologies Erfan Najmi Wayne State University
    Wayne State University Wayne State University Dissertations 1-1-2016 Improving User Experience In Information Retrieval Using Semantic Web And Other Technologies Erfan Najmi Wayne State University, Follow this and additional works at: https://digitalcommons.wayne.edu/oa_dissertations Part of the Computer Sciences Commons Recommended Citation Najmi, Erfan, "Improving User Experience In Information Retrieval Using Semantic Web And Other Technologies" (2016). Wayne State University Dissertations. 1654. https://digitalcommons.wayne.edu/oa_dissertations/1654 This Open Access Dissertation is brought to you for free and open access by DigitalCommons@WayneState. It has been accepted for inclusion in Wayne State University Dissertations by an authorized administrator of DigitalCommons@WayneState. IMPROVING USER EXPERIENCE IN INFORMATION RETRIEVAL USING SEMANTIC WEB AND OTHER TECHNOLOGIES by ERFAN NAJMI DISSERTATION Submitted to the Graduate School of Wayne State University, Detroit, Michigan in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY 2016 MAJOR: COMPUTER SCIENCE Approved By: Advisor Date ⃝c COPYRIGHT BY ERFAN NAJMI 2016 All Rights Reserved ACKNOWLEDGEMENTS I would like to express my heartfelt gratitude to my PhD advisor, Dr. Zaki Malik, for supporting me during these past years. I could not have asked for a better advisor and a friend, one that let me choose my path, help me along it and has always been there if I needed to talk to a friend. I really appreciate all the time he spent and all the patience he showed towards me. Secondly I would like to thank my committee members Dr. Fengwei Zhang, Dr. Alexander Kotov and Dr. Abdelmounaam Rezgui for the constructive feedback and help they provided.
    [Show full text]
  • Efficient Hierarchical Entity Classifier Using Conditional Random Fields
    Efficient Hierarchical Entity Classifier Using Conditional Random Fields Koen Deschacht Marie-Francine Moens Interdisciplinary Centre for Law & IT Interdisciplinary Centre for Law & IT Katholieke Universiteit Leuven Katholieke Universiteit Leuven Tiensestraat 41, 3000 Leuven, Belgium Tiensestraat 41, 3000 Leuven, Belgium [email protected] [email protected] Abstract Rigau, 1996; Yarowsky, 1995), where the sense for a word is chosen from a much larger inventory In this paper we develop an automatic of word senses. classifier for a very large set of labels, the We will employ a probabilistic model that’s WordNet synsets. We employ Conditional been used successfully in NER (Conditional Ran- Random Fields (CRFs) because of their dom Fields) and use this with an extensive inven- flexibility to include a wide variety of non- tory of word senses (the WordNet lexical database) independent features. Training CRFs on a to perform entity detection. big number of labels proved a problem be- In section 2 we describe WordNet and it’s use cause of the large training cost. By tak- for entity categorization. Section 3 gives an ing into account the hypernym/hyponym overview of Conditional Random Fields and sec- relation between synsets in WordNet, we tion 4 explains how the parameters of this model reduced the complexity of training from are estimated during training. We will drastically 2 2 O(T M NG) to O(T (logM) NG) with reduce the computational complexity of training in only a limited loss in accuracy. section 5. Section 6 describes the implementation 1 Introduction of this method, section 7 the obtained results and finally section 8 future work.
    [Show full text]
  • Simulating Human Associations with Linked Data – End-To- End Learning of Graph Patterns with an Evolutionary Algorithm Supervisors: Prof
    dissertation SIMULATINGHUMANASSOCIATIONSWITH LINKEDDATA End-to-End Learning of Graph Patterns with an Evolutionary Algorithm sdog tcat ni ... nj Thesis approved by the Department of Computer Science of the TU Kaiserslautern for the award of the Doctoral Degree doctor of natural sciences (dr. rer. nat.) to Jörn Hees Date of the viva: 2018-04-09 Dean: Prof. Dr. Stefan Deßloch Reviewers: Prof. Dr. Prof. h.c. Andreas Dengel Prof. Dr. Heiko Paulheim (University of Mannheim) D 386 Jörn Hees: Simulating Human Associations with Linked Data – End-to- End Learning of Graph Patterns with an Evolutionary Algorithm supervisors: Prof. Dr. Prof. h.c. Andreas Dengel Prof. Dr. Heiko Paulheim (University of Mannheim) supplemental material: https://w3id.org/associations or http://purl.org/associations contact information: http://joernhees.de ABSTRACT In recent years, enormous progress has been made in the field of Ar- tificial Intelligence (AI). Especially the introduction of Deep Learning and end-to-end learning, the availability of large datasets and the nec- essary computational power in form of specialised hardware allowed researchers to build systems with previously unseen performance in areas such as computer vision, machine translation and machine gam- ing. In parallel, the Semantic Web and its Linked Data movement have published many interlinked RDF datasets, forming the world’s largest, decentralised and publicly available knowledge base. Despite these scientific successes, all current systems are still nar- row AI systems. Each of them is specialised to a specific task and cannot easily be adapted to all other human intelligence tasks, as would be necessary for Artificial General Intelligence (AGI).
    [Show full text]
  • Redalyc.Cognitive Modules of an NLP Knowledge Base for Language
    Procesamiento del Lenguaje Natural ISSN: 1135-5948 [email protected] Sociedad Española para el Procesamiento del Lenguaje Natural España Periñán-Pascual, Carlos; Arcas-Túnez, Francisco Cognitive Modules of an NLP Knowledge Base for Language Understanding Procesamiento del Lenguaje Natural, núm. 39, 2007, pp. 197-204 Sociedad Española para el Procesamiento del Lenguaje Natural Jaén, España Available in: http://www.redalyc.org/articulo.oa?id=515751739024 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative Procesamiento del Lenguaje Natural, nº39 (2007), pp. 197-204 recibido 30-04-2007; aceptado 22-06-2007 Cognitive Modules of an NLP Knowledge Base for Language Understanding Carlos Periñán-Pascual Francisco Arcas-Túnez Universidad Católica San Antonio Universidad Católica San Antonio Campus de los Jerónimos s/n Campus de los Jerónimos s/n 30107 Guadalupe - Murcia (Spain) 30107 Guadalupe - Murcia (Spain) [email protected] [email protected] Resumen : Algunas aplicaciones del procesamiento del lenguaje natural, p.ej. la traducción automática, requieren una base de conocimiento provista de representaciones conceptuales que puedan reflejar la estructura del sistema cognitivo del ser humano. En cambio, tareas como la indización automática o la extracción de información pueden ser realizadas con una semántica superficial. De todos modos, la construcción de una base de conocimiento robusta garantiza su reutilización en la mayoría de las tareas del procesamiento del lenguaje natural. El propósito de este artículo es describir los principales módulos cognitivos de FunGramKB, una base de conocimiento léxico-conceptual multipropósito para su implementación en sistemas del procesamiento del lenguaje natural.
    [Show full text]
  • Using and Interfacing Background Knowledge in Story Understanding
    Using and Interfacing Background Knowledge in Story Understanding Nemecio R. Chavez, Jr.1, Heather D. Pfeiffer2, Roger T. Hartley1 1Department of Computer Science, 2Klipsch School of Electrical and Computer Engineering, New Mexico State University Box 30001, MSC CS/3-O, Las Cruces, NM, 88003-8001 USA {nchavez,hdp,rth}@cs.nmsu.edu Abstract. This paper details the use of background knowledge within a story understanding system. The story understanding system is based upon a multi-agent system (MAS). The MAS combines different forms of knowledge into a meaningful structure from which understanding can be demonstrated, i.e., question answering. The system uses two forms of knowledge to accomplish this task: 1) knowledge about objects in the world; and 2) prototypes. The latter represents higher-order knowledge or experience such as repeating a process and forms of thinking like abduction and deduction. The former stores knowledge about objects in the real world and their relationship to each other. The two forms are viewed as two distinct forms of data that might be used in our own understanding process, thus, they are treated separately by the system. Keywords Knowledge, knowledge bases, databases, communication, story understanding. 1 INTRODUCTION Described are two forms of knowledge used to help understand a simple children’s story. The bottom layer of knowledge provides basic knowledge needed for story understanding. The basic knowledge is information about the world that a 6 or 7 year old child might know and use. The story under- standing system also provides an added layer of knowledge that will be referred to as prototypes.
    [Show full text]
  • Automatic Conversion of Natural Language to 3D Animation
    Automatic Conversion of Natural Language to 3D Animation Minhua Ma B.A., M.A., M.Sc. Faculty of Engineering University of Ulster A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy July 2006 ii Table of Contents List of Figures vi List of Tables ix Acknowledgements x Abstract xi Abbreviations xii Note on access to contents xiv 1. INTRODUCTION......................................................................................................................... 1 1.1 Overview of language visualisation ....................................................................................... 2 1.1.1 Multimodal output............................................................................................................ 2 1.1.2 Animation......................................................................................................................... 3 1.1.3 Intelligent ......................................................................................................................... 4 1.2 Problems in language visualisation ........................................................................................ 4 1.3 Objectives of this research...................................................................................................... 5 1.4 Outline of this thesis............................................................................................................... 5 2. APPROACHES TO MULTIMODAL PROCESSING...............................................................8
    [Show full text]