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1.
Recently in the field of agent communication, many authors have adopted the view of interaction as a joint activity regulated by means of dialogue games. It is argued in particular that this approach should increase the flexibility of dialogues by allowing a variety of game compositions. In this research note, we present a framework suited to this feature. A preliminary attempt to capture the negotiation phase (which allows agents to agree upon the dialogue game currently regulating their conversation) is discussed.  相似文献   

2.
I present two measures of information for both consistentand inconsistent sets of sentences in a finite language ofpropositional logic. The measures of information are based onmeasures of inconsistency developed in Knight (2002).Relative information measures are then provided corresponding to thetwo information measures.  相似文献   

3.
Coherence and Flexibility in Dialogue Games for Argumentation   总被引:6,自引:0,他引:6  
  相似文献   

4.
不相容信息系统的求核   总被引:2,自引:0,他引:2  
对不相容信息系统不相容规则与差别矩阵元素项关系进行了分析,讨论了差别矩阵与核的关系并给出了相关定理.给出了一种差别矩阵的产生方法以及相关的求核算法.最后给出了应用举例.  相似文献   

5.
不协调目标信息系统的知识约简   总被引:106,自引:1,他引:106  
在不协调目标信息系统中引入了最大分布约简的概念,讨论了最大分布约简、分配约简、分布约简和近拟约简之间的关系。最大分布 间弱于分布约简,克服了对信息系统过于苛刻的要求。同时,它又克服了分配约简可能产生与原系统不相容的命题规则的缺陷;给出了这些知识约简的判定定理和相应的可辨识属性矩阵,从而提供了不协调目标信息系统的知识约简的新方法。  相似文献   

6.
曹争  张恂 《计算机工程》1997,23(2):13-15
首先简要介绍了Internet上的WWW服务,然后基于第三届城市运动会的WWW信息服务系统,详细地介绍了大型综合性运动会的WWW系统的设计和实现过程。  相似文献   

7.
For pt.1see ibid., vol. 9, p. 3 (2007). In this paper, the task and user interface modules of a multimodal dialogue system development platform are presented. The main goal of this work is to provide a simple, application-independent solution to the problem of multimodal dialogue design for information seeking applications. The proposed system architecture clearly separates the task and interface components of the system. A task manager is designed and implemented that consists of two main submodules: the electronic form module that handles the list of attributes that have to be instantiated by the user, and the agenda module that contains the sequence of user and system tasks. Both the electronic forms and the agenda can be dynamically updated by the user. Next a spoken dialogue module is designed that implements the speech interface for the task manager. The dialogue manager can handle complex error correction and clarification user input, building on the semantics and pragmatic modules presented in Part I of this paper. The spoken dialogue system is evaluated for a travel reservation task of the DARPA Communicator research program and shown to yield over 90% task completion and good performance for both objective and subjective evaluation metrics. Finally, a multimodal dialogue system which combines graphical and speech interfaces, is designed, implemented and evaluated. Minor modifications to the unimodal semantic and pragmatic modules were required to build the multimodal system. It is shown that the multimodal system significantly outperforms the unimodal speech-only system both in terms of efficiency (task success and time to completion) and user satisfaction for a travel reservation task  相似文献   

8.
对不一致决策表,信息熵约简与代数约简有时会得到不同的属性约简和核属性,当前的方法多为先将不一致决策表转化为一致决策表,再对后者寻求高效算法.本文基于等价差别矩阵具有相同的核属性和属性约简的思想,提出一种以条件属性等价类构造简化的代数约简差别矩阵,从差别矩阵内部进行比较与分析,发现只须将信息熵约简差别矩阵中由同时为矛盾对象所产生的可辩识属性集剔除,即可转化为简化的代数约简差别矩阵,从而得到将信息熵约简核属性转化为代数约简核属性的新方法,理论分析与数值算例都验证了其正确性.  相似文献   

9.
10.
For the foreseeable future, natural language access to databases and other information systems will require the exchange of written messages between the system and user. Such written/interactive dialogue is unique, having the qualities of both written text and spoken discourse yet, also, differing significantly from both. In the present study, we used "Wizard of Oz" techniques to elicit written/interactive dialogue for information retrieval purposes. Our objectives in doing this were (a) to assess the general nature and prevalence of linguistic and dialogue phenomena within the written/interactive register and (b) to determine the impact of user interface shortcuts, such as precanned messages and patterned output, on both the complexity of written/interactive dialogue and general measures of user satisfaction. Our findings indicate that written/interactive dialogue for information retrieval would be very feasible. In spite of slow system response times, subjective reactions from the users were positive, the size of the lexicon used in the dialogues was small, the dialogues decomposed readily into hierarchical structures, and the number and distribution of anaphors were also rather reasonable. Two independent variables were also manipulated: (a) the degree of prefamiliarization given to participants about the base of travel information they would be accessing (i.e., the primer variable) and (b) the degree of constraint on the Wizard's ability to formulate natural language responses to the user (i.e., the natural language output variable). Failure to provide either a primer or a realistic, human natural language output made the dialogues more complex in a number of different ways.  相似文献   

11.
对话策略是人机对话系统中的重要组成成分,其性能的优劣直接影响对话系统的性能.在面对完全没有数据的冷启动场景时,收集对话数据进行对话策略学习的过程非常复杂和耗时.为在冷启动场景下能够保持良好性能,提出一种融合马尔科夫决策过程与信息熵的对话算法.利用马尔科夫决策过程快速获得下一步最优对话状态,并结合知识库通过引入属性信息熵方法排除多个状态值函数相同的最优状态,从而获取最优的系统响应动作.在音乐搜索领域数据集上的实验结果表明,与随机策略、基于规则和基于信息熵的算法相比,该算法分别缩短了2.24、0.84和0.03个对话轮次,且能够有效提高对话任务完成率.  相似文献   

12.
对话策略是人机对话系统中的重要组成成分,其性能的优劣直接影响对话系统的性能.在面对完全没有数据的冷启动场景时,收集对话数据进行对话策略学习的过程非常复杂和耗时.为在冷启动场景下能够保持良好性能,提出一种融合马尔科夫决策过程与信息熵的对话算法.利用马尔科夫决策过程快速获得下一步最优对话状态,并结合知识库通过引入属性信息熵方法排除多个状态值函数相同的最优状态,从而获取最优的系统响应动作.在音乐搜索领域数据集上的实验结果表明,与随机策略、基于规则和基于信息熵的算法相比,该算法分别缩短了2.24、0.84和0.03个对话轮次,且能够有效提高对话任务完成率.  相似文献   

13.
语义信息提取是对话系统的核心问题之一。研究限定领域对话系统的语义信息提取方法及其在中文手机导购领域的应用。给出手机销售领域的语义信息,介绍语义提取的总体技术框图,详细介绍正则表达式匹配、单句消歧、上下文消歧等关键技术的实现。测试结果表明,该方法能较好地完成对话中用户输入句子的语义信息提取任务。  相似文献   

14.
针对不一致性决策信息系统,提出一种使用规则分辨矩阵获取决策规则的算法.不一致性决策信息系统在约简时可能产生新的冲突规则,选择冲突规则对不变的约简并产生规则,在此基础上进行不一致性规则的合并从而生成正确的规则集.  相似文献   

15.
When seeking to coordinate in a game with imperfect information, it is often relevant for a player to know what other players know. Keeping track of the information acquired in a play of infinite duration may, however, lead to infinite hierarchies of higher-order knowledge. We present a construction that makes explicit which higher-order knowledge is relevant in a game and allows us to describe a class of games that admit coordinated winning strategies with finite memory.  相似文献   

16.
In recent years, social commitment based approaches have been proposed to solve problems issuing from previous mentalistic based semantics for agent communication languages. This paper follows the same line of thought since it presents the latest version of our dialogue game based agent communication language – DIAlogue-Game based Agent Language (DIAGAL) – which allows agents to manipulate the public layer of social commitments through dialogue, by creating, canceling and updating their social commitments. To make apparent such commitments, we consider here Agent Communication Language (ACL) from the dialectic point of view, where agents “play a game” based on commitments. Such games based on commitments are incorporated in the DIAGAL language, which has been developed having in mind the following questions: (a) What kind of structure does the game have? How are rules specified within the game? (b) What kind of games compositions are allowed? (c) How do participants in conversations reach agreement on the current game? How are games opened or closed? Using such games we show how we can study the commitments dynamic to model agent dialogue and we present metrics that can be used to evaluate the quality of a dialogue between agents. Next, we use an example (summer festival organization) to show how DIAGAL can be used in analyzing and modeling automated conversations in offices. Finally, we present the results and analysis of the summer festival simulations that we realized through our dialogue game simulator (DGS).  相似文献   

17.
针对完全信息博弈中搜索时间受限的算法设计问题,在考虑博弈模型不同特点及对结局影响程度的基础上,提出了分阶段的算法模型,给出了三阶段博弈算法设计方法.通过改造影响搜索策略的目标函数,使得在时间受限的前提下,能够方便控制每一阶段均更有效地搜索出较好策略,并给出相应的算法实现与分析.以点格棋为对象,给出了通过改造UCT算法中...  相似文献   

18.
不一致关系数据库上的初始信任标记算法   总被引:1,自引:0,他引:1  
不一致数据无法正确反映现实世界客观事物的真实状态,导致其上的查询会得到错误的或矛盾的查询结果,降低了数据的利用价值.而现有的很多不一致数据查询处理方面的研究方案都存在信息丢失的问题.Annotation Based Query Answer方案针对这一问题,采用信任标签在属性级别上区分一致和不一致数据,避免了信息丢失.但同时考虑多类约束(函数依赖、健依赖、包含依赖和域约束)且任意分量都不可信时,该研究方案的不一致检测和初始标记算法失效,有一定的应用局限性.针对这一问题,采用启发式近似修复算法,在一个矛盾数据的各类可能修复操作中,通过比较其修复代价,以寻找出错概率更大的分量(或元组),以此纠正明显错误,并确定引起数据不一致的属性.实验结果表明,算法复杂度是候选修复数量的平方阶.  相似文献   

19.
汉语股票实时行情查询对话系统   总被引:1,自引:0,他引:1  
介绍了一个用于股票实时行情查询的口语化的人机对话系统,该系统集成了语音识别、语言理解、对话控制等技术。文中定义了一个情景语义框架模型,较好地处理了口语理解系统的一些难点。  相似文献   

20.
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