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- Path: sparky!uunet!ogicse!uwm.edu!rutgers!ub!acsu.buffalo.edu!goetz
- From: goetz@acsu.buffalo.edu (Phil Goetz)
- Newsgroups: rec.arts.int-fiction
- Subject: Parser heresy (was Re: Searching for a sense of wonder)
- Message-ID: <BxttrL.E6x@acsu.buffalo.edu>
- Date: 16 Nov 92 20:47:43 GMT
- Article-I.D.: acsu.BxttrL.E6x
- References: <1992Nov13.140109.7455@starbase.trincoll.edu> <1e4hprINNkle@life.ai.mit.edu> <1e5mvtINNnlp@terminator.rs.itd.umich.edu> <1992Nov15.155951.3262@starbase.trincoll.edu>
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- Organization: State University of New York at Buffalo/Comp Sci
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- In article <1992Nov15.155951.3262@starbase.trincoll.edu> rbryan@Mail.trincoll.edu (Russell L. Bryan) writes:
- >Now, I will admit, I would probably enjoy an interactive game without
- >puzzles very much, but at this moment such a pastime is impossible. The
- >reason that there are puzzles in interactive fiction is because the
- >parser hasn't been created yet that can accept any words and sentences
- >which you give it. Think of it this way -- if all the puzzles were
- >removed from your favorite game, you could walk through the entire world
- >in the matter of maybe ten minutes' typing. Therefore, a non-puzzle game
- >would have to be many, many times larger than an ordinary IF game to be
- >of any lasting interest. However, the parsing problem mentioned earlier
- >will not allow for extremely large worlds because the vocabulary would
- >become unmanagable, not to mention the increased number of actors with
- >whom you would have to have far more detailed conversations, because you
- >would not be limited by the actor waiting to hear key phrases -- those
- >key phrases are stripped out with the puzzles.
-
- Well, let me throw a bit of heresy at you which I believe: Parsing is not
- a problem for adventure programs.
-
- I don't have much data here to support my view. I am presenting an opinion
- based on years of struggling with parsers, knowledge rep, and reasoning,
- especially studying CASSIE, the "cognitive agent" of the SNePS system (basically
- a dialogue program).
-
- If you take stories, instructions,
- conversations, etc., and try to get a computer program to "understand" (i.e.
- answer questions about) them, you will find you get stuck on almost every
- sentence because you don't know exactly what information is being conveyed,
- or how to represent it.
-
- In reference to the above post:
-
- 1. Vocabulary. This is not a technical problem. You could have every
- word in the English language in your game's vocabulary and still have no
- noticeable delay looking each word in a sentence up, provided you use
- intelligent methods for searching the lexicon (the most basic of which,
- binary search, requires time lg(# of words)). Size of the lexicon becomes
- unwieldy much slower than size of the world representation does.
-
- 2. Conversation. This is not a parsing problem, it is a knowledge
- representation and reasoning problem. If you give me a good representation
- for the concepts in a sentence, I can write a parser for it quickly.
- Syntactic structure is easy.
-
- The first problem is, we cannot represent most of
- the information in sentences precisely because _we are not aware of_ much of
- the information in our sentence. Try translating a story into predicate
- calculus someday, then examine the results. You'll find some very hairy
- problems that are not evident on the surface! For instance, take the frame
- problem: How do you know which things change/{represent transitory states}
- and which things are constant?
-
- I am sick.
- vs.
- I am tall.
-
- You wouldn't call me on the phone and say, "So, Phil, are you still tall?"
- unless you knew I had an appointment with Procrustes.
- (I have heard claims that Black English distinguishes between these two cases
- this way:
-
- I am sick
- vs.
- I be tall.
-
- where "be" indicates a long-term state. Or maybe it was the other way around.
- I don't know if this is true.) This, you say, can be resolved by commonsense.
- OK, but commonsense knowledge is a knowledge representation & reasoning (KR&R)
- issue, not a parsing issue.
-
- If you say, "Two blue bugs lived in a jar", how do you represent the two bugs?
- As one indiscriminate collection, or as two separate objects? What if it is
- "The average German cockroach lays 1 million eggs a year."? You don't represent
- 1 million different eggs.
-
- When you are given an ambiguous sentence, do you assume some interpretation
- and keep hold of it till forced to revise it, or use a "lazy evaluation" method
- that represents the knowledge in something near surface structure and doesn't
- try to disambiguate it until necessary?
-
- Just today I heard a man say, "I had two brothers. One died when he was a baby.
- The other was killed in World War II. ... Rob was the one who lived." Rob did
- not live; he died in WWII. "He lived" applies to Rob only if you can construct
- a context referring to childhood and embed the proposition "he lived" in it.
-
- These aren't even good examples.
-
- The second problem is, once you've got a logical representation of a sentence,
- what do you do with it? That is the reasoning problem. It is probably worse.
-
- 3. (You're going to scream at this one.) Adventures just don't present you
- with situations where you even WANT to use most grammatical constructs.
- Observe a 2-year old baby. This baby gets what it wants in the world with
- 2 or 3-word utterances, i.e. "Go! Get egg!" or "Want more doggie!" You, in
- the adventure, are like that baby. The ways you want to interact with the
- world are quite restricted. You are giving orders to a puppet.
-
- Phil Goetz
- goetz@cs.buffalo.edu
-