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GSolver: Artificial solver of word association game

机译:Gsolver:Word协会游戏的人工求解器

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In this paper we propose an artificial solver for a word association game. The possibility of a player to solve associations counts on the richness and deepness of players language and cultural qualifications. In order to provide answer(s) a human participant must accomplish a multiple memory search tasks for meanings of huge number of concepts and their frame of references. Hence the knowledge background (KB) of the proposed artificial solver is based on a large information repository formed by utilizing machine reading techniques for fact extraction from the web. As a KB we indirectly use the Albanian world-wide-web and the Gjirafa as a search engine. Complementary, the central processing unit (CPU) of the artificial solver is designed as a spreading activating network. The CPU treats provided hints and finds associations between them and concepts within the KB in order to incrementally compute and update a list of potential answers. Furthermore the CPU module is enriched by proposing a schema for finding the most promising solutions to be provided as the final answers. Experiments show that the accuracy of the system is as good as the average human player performance.
机译:在本文中,我们向文字协会游戏提出了一个人工求解器。玩家解决协会的可能性对参与者语言和文化资格的丰富性和深度依赖。为了提供答案,人类参与者必须为大量概念及其参考框架完成多个内存搜索任务。因此,所提出的人造求解器的知识背景(KB)基于通过利用机器读取技术来形成的大型信息储存库,用于从网上提取。作为KB,我们间接使用阿尔巴尼亚世界网络和Gjirafa作为搜索引擎。互补的,人工解器的中央处理单元(CPU)被设计为扩展激活网络。 CPU对待提供提示,并在KB中找到它们之间的关联和概念,以便逐步计算和更新潜在答案列表。此外,通过提出用于查找最有希望的解决方案作为最终答案的最有希望的解决方案来丰富CPU模块。实验表明,系统的准确性与平均人类播放器表现一样好。

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