The document discusses different knowledge representation techniques including weak and strong slot-filler structures, conceptual dependency, scripts, and CYC. It provides details on conceptual dependency which uses a set of primitives and conceptual categories to represent knowledge from natural language in a graphical format. Scripts are also described as structures that represent commonly occurring sequences of events through components like roles, scenes, and results. Overall, the techniques aim to facilitate drawing inferences from knowledge in a way that is independent of the original language.
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Strong Slot and Filler
The document discusses different knowledge representation techniques including weak and strong slot-filler structures, conceptual dependency, scripts, and CYC. It provides details on conceptual dependency which uses a set of primitives and conceptual categories to represent knowledge from natural language in a graphical format. Scripts are also described as structures that represent commonly occurring sequences of events through components like roles, scenes, and results. Overall, the techniques aim to facilitate drawing inferences from knowledge in a way that is independent of the original language.
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Strong slot and filler structures
• Weak slot and filler structures are very general
• There were no hard rules about what kinds of objects and links are good in general for knowledge representation. The above can overcome by following strong slot and filler structures Conceptual Dependency Scripts CYC Conceptual Dependency (CD): • Theory of how to represent the kind of knowledge about events that is usually contained in natural language sentences.
• The goal is to represent the knowledge in a way that
• Facilitates drawing inferences from the sentences
• Is independent of the language in which the sentences were originally stated. Conceptual Dependency (CD): • Conceptual Dependency is a high level strong filler structure which is used to represent high level complicated knowledge which requires solving complicated problems. • CD is collection of symbols which are used to represent knowledge. • CD is the graphical presentation of high level knowledge. • CD is a theory of how to represent the kind of natural about events that is usually contained in natural language sentences. Various Primitives (Symbols) used in CD The set of primitive actions in CD, proposed by Schank and Abelson, is presented below
1. ATRANS: - Transfer of an abstract entity (e.g. Give)
2. PTRANS: - Transfer of an physical location of an object (Go) 3. PROPEL:- application of physical force to an object (Push) 4. MOVE:- movement of body part by it’s owner (Kick) 5. GRASP: - Grasping or holding the object tightly by an actor (Clutch ) 6. INGEST: - Ingestion of an object by an animal (eat) 7. XPEL:- expulsion of something from the body of animal (Cry, sweat) 8. MTRANS: - transfer of an mental information (Tell) 9. MBUILD:- Building a new information out of old (Decide) 10. SPEAK: - Production of sound 11. ATTEND: - Focusing of a sense organ towards a stimulus (listen) Four primitive conceptual categories from which dependency structures can be built • ACTs – Actions • PPs – Objects (picture producers) ex: Car, gravity • AAs -- Modifiers(attributes) of actions (action aiders) • Ex: “quickly” is AA in “he quickly run” • PAs -- Modifiers of PPs (picture aiders) • Ex: “blue” is PA in “ a blue car” • T --- Times • LOC -- Locations Letters on Arrows • o – object • R – recipient donor • I – Instrument (eat with a spoon) • D – Destination (going home) I gave the man a book Set of Conceptual Tenses • Since smoking can kill you I stopped Advantages • Fewer inference rules are needed than would be required if knowledge were not broken down into primitives • Many inferences are already contained in the representation itself • The initial structure that is built to represent the information contained in one sentence will have holes that need to be filled. These holes can serve as an attention focuser for the program that must understand ensuing sentences. Scripts • Script (1977):- (Schank and Abelson, 1977). Script is a structure which is used to represent the knowledge . • Script is a structure that describe a sequence of events in particular context • scripts are frame like structures used to represent commonly occurring experiences such as going to movies, shopping in supermarket, eating in restaurant, banking. • A script consist set of slots and information (knowledge) contained in it Various components of Script are • Script Name: - Title • Track: - Special situation, specific variation • Roles:- peoples involve in the event described in script • Entry condition: - required pre situation to execute the script • Props: - non live object involve in the Script • Scenes: - The actual sequence of events that occur • Result: - Condition that will be True after events described in the script are occurred Scripts are useful • The events described in a script form a giant causal chain.
• If a particular script is known to be appropriate in a given
situation then it can be very useful in predicting the occurrence of events that were not explicitly mentioned. • Scripts indicates how events which are mentioned relate to each other. • Before a particular script can be applied it must be activated. Fleeting scripts Non fleeting scripts End