Archives: April 2006

Sun Apr 30, 2006

The Middle of the Story

It is interesting. You the readers are coming in on the middle of the story. I have been working on this stuff for about 20 years, and so any time I have new developments to report, they exist in my mind in a context of much work having been done before. However you are coming in in the middle of the story, so it is catch as catch can whether you will understand what I am saying at one time or another.

Understand what you can. Don't worry about what you can't. It's probably because I have not provided enough context. I provide as much context as I can bear for every article, and try to put a little more in later as I read the articles. If you have questions or do not understand something, I would very much appreciate your comments or questions. Thank you.

Posted by: Jon Grover on Apr 30, 06 | 3:32 pm | Profile

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Sun Apr 23, 2006

A Model of English that a Computer Can Understand - Part II

When making a Model so that a computer can understand English, one thing you must keep in mind as you work, is to come up with parameters that a computer can understand. The approach I take is categorization with the goal of creating a Rule of Twenty Profile. You can categorize words to your hearts content, but you have to remember to make the categories things that a computer can process. So as I come up with charateristics for the profile, I need to make sure a computer can use them.

For example, I am presently building a 'plural' category/characteristic.:

  1. I started by ignoring plurals in my part of speech model.
  2. Then I tried to add a 'quantity' magnitude characteristic to the rule of twenty profile with 20 different possible, but this did not work because it was too many possible values,
  3. then I tried to add a 'plural' characteristic with only two possible values
  4. now I have expanded it to five possible values: plural(4), almost plural(3), pair(2), single(1), zero(0). This looks the best of all of my attempts so far.
I am using the 'almost plural' value to contain words that are part of collections of words for example the months of the year: January February march April etc. And also for singular measures for example 'meter' whcih gets a 3 as opposed to 'meters' which gets a 4. I hope this is something a computer can use.

OK, now I'm thinking of changing substances from plural (4) to almost plural (3).

Posted by: Jon Grover on Apr 23, 06 | 1:18 pm | Profile

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Tue Apr 18, 2006

A Rule of Twenty for the English Language

I have this crazy idea that I can apply the Rule of Twenty Profile System to create a profile for every English word, and therefore have a computer generated character be able to both understand and compose dialog. Actually, I used the Rule of Twenty with D&D spells once so I know that a fairly high level of conceptual complexity can be managed (then the system collpased into six variables showing that there wasn't much to the spell system). I don't work with spells any more since they are evil, but I think that this effort with English has a tiny slight chance of working.

If the chance of succeeding is for example 1% then it's worth a shot. Even if it doesn't work I'll be able to demonstrate how I put together a rule of twenty system.

I have been beating up on a group of about 5000 common words for four months now. The first thing I did was set up a four bit binary system to identify part of speech. Here are the results of my first two phases:




Posted by: Jon Grover on Apr 18, 06 | 6:14 pm | Profile

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Thu Apr 13, 2006

The Field of Artificial Creativity

About 20 years ago when I first started thinking about Artificial Creativity as a field, I produced the following diagram to describe it:



Posted by: Jon Grover on Apr 13, 06 | 6:14 pm | Profile

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Thu Apr 06, 2006

Creativity at Work

One approach to Artificial Creativity is to have the users of software do the creating. For reason which I have touched on and hope to focus an article on some time, I think it's important to have as many people as possible involved in making creative systems. I think the users of computer systems should do it, but to have users do artificial creativity requires two needs:

  1. which I touched on in my Algorithmic Sublanguages article is to have programs written so that users can affect the algorithms.
  2. The other is to have users interested in creating to begin with.
So this question here is where might users want to create. There are many many places, but here is an opening list. Here is where users might want to be creative:

These are all possible areas for exposing the algorithms in your programs to users. What I want is to find where artificial creativity could be used professionally. This is a pretty good set of starting places. In addition, if you are just plain interested in where creativity can be used at work, this is a starting list.

Posted by: Jon Grover on Apr 06, 06 | 9:21 pm | Profile

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Tue Apr 04, 2006

The Terrain Generator

Here is my design for a terrain generator. Artificial Worlds need terrain. This terrain generator design is not finished but the part that is finished I can show. The world is divided into a cube of six sides. Each side is covered with regions of terrain. Each region has a center and a size. There are a few large regions like the poles that have a very large size. Most regions are smaller - continents, islands, oceans, forests, mountainous areas etc. The data kept for each region is size, type of terrain, game significance. I will leave off game significance for now. Regions overlap producing complex terrain.

LetterTerrain 'Opposite'Color
AArctic Tropical whiTe
BBedrock Eolian Neutral gray
CCities / Civilized Hunters blacK
DDesert / Dry Rainy Orange
EEolian (dirt) Bedrock Faded brown
FForest Q-swamp Jaded Jade
GGreen / Fertile InfertileGreen
HHunters CivilizedSaturated Salmon
IInfertile Green Purple
JJungle / Thicket Open Quixotic chartreuse
KK-farms / farmers Nomads Murky Mustard
LLake / Fresh water Sea Achromatic Aqua
MMountain Plain Red
NNomads K-farms Cold Cyan
OOpen Jungle Dark olive
PPlain Mountain yEllow
QQ-swamp Forest Infuscated Indigo
RRainy / Rainforest Desert Light Lavender
SSea / Salt water Lake Blue
TTropical Arctic Hot pink

This system is from the Rule of Twenty; The colors definitely are. Because more advanced societies can substantially affect terrain, I need to include the four lifestyle types: farming, nomads, hunting, and cities. Opposites are not exactly oppoiste. For example bringing Lake and Sea together gives you an estuary, and bringing Mountain and Plain together gives you a plateau or a mesa etc. By putting two or more of these together you can create a large number of different types of terrain. This will give a pretty colorful map, but hopefully since I have made many of the larger terrain types have fairly normal map colors, it will look reasonable.

The terrain types will gather together in profiles based on the size of each region and how far the pixel is from the center of each. This using the Rule of Twenty determines the color.

Posted by: Jon Grover on Apr 04, 06 | 6:17 pm | Profile

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