Journal of the Japanese Society for Artificial Intelligence
Online ISSN : 2435-8614
Print ISSN : 2188-2266
Volume 12, Issue 6
Displaying 1-32 of 32 articles from this issue
Print ISSN:0912-8085 until 2013
  • Ryohei NAKATSU
    Article type: Preface
    1997 Volume 12 Issue 6 Pages 809
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Shigenobu KOBAYASHI
    Article type: Cover article
    1997 Volume 12 Issue 6 Pages 810
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Kazuteru MIYAZAKI, Shigenobu KOBAYASHI
    Article type: Special issue
    1997 Volume 12 Issue 6 Pages 811-821
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Hajime KIMURA, Leslie Pack KAELBLING
    Article type: Special issue
    1997 Volume 12 Issue 6 Pages 822-830
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Minoru ASADA
    Article type: Special issue
    1997 Volume 12 Issue 6 Pages 831-836
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Akimoto KAMIYA
    Article type: Special issue
    1997 Volume 12 Issue 6 Pages 837-844
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Sadayoshi MIKAMI
    Article type: Special issue
    1997 Volume 12 Issue 6 Pages 845-849
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Yeun-Bae KIM
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 850-860
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Mamiko HATAYAMA, Kiyoshi AKAMA, Eiichi MIYAMOTO
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 861-869
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    Programs that deal with high level knowledge processing tend to get large and complicated, and it is difficult to begin by constructing a system that has all the required functions. Hence, it is necessary to progressively improve the system by gradually adding to its capabilities. The improvements are not always new functions but may be new reasoning methods or faster processing schemes. The problem is added cost. To completely rewrite the system or make major changes becomes very expensive. Therefore, such a construction method is important that permits the addition of capabilities or an improvement in efficiency by a small change of programs. However, various existing program construction methods and programming languages may not be suitable for this kind of successive program improvement. In this paper, we propose a system construction method based on equivalent transformation as a knowledge processing system construction method by successive improvement. We use a computational framework called "Rule Based Equivalent Transformation". This uses the formalism of translating a given problem into a declarative program and solving the problem by repeatedly applying equivalent transformation rules to the program. We constructed three natural language understanding systems for the domain of Japanese chess: first a prototype system "A" , and then two improved systems "B" and "C". We improved the efficiency of these systems by adding new rules, and the results clearly showed that, if rule based program transformation is used as a design method, the system's modularity is increased and, thus, system can be easily improved.

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  • Tomohiro YAMAGUCHI, Yuji NOMURA, Yasuhiro TANAKA, Masahiko YACHIDA
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 870-880
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    The advantage of emergence is that various solutions are emerged. However, it takes large computation cost to emerge them since it requires the numbers of iterations of simulation. So we try to reduces the computation cost without losing variety of solutions by introducing the abstraction technique in Artificial Intelligence. This paper presents Isomorphism Based Reinforcement Learning by Isomorphism of Actions that reduces the learning cost without losing variety of solutions. Isomorphism is one of the concepts in Enumerative Combinatorics of mathematics. First we explain Isomorphism of Actions, then explain Isomorphism of Behaviors. Isomorphic behaviors those perform the same task can be obtained by transforming the learning result of the task by "the appropriate permutation". However, a priori knowledge that represents "the appropriate permutation" is not always given, so this paper uses the generate & test method that first generates the isomorphic learning results by transforming the learning result of reinforcement learning for a task by the combinatorial permutations, then tests to select two kinds of the behaviors performing the following tasks ; (1) isomorphic behaviors those perform the same task ; (2) discovery of the behaviors those are converged to the new task state. Since the acquired learning results are isomorphic each other, the merits of our method are those the time cost for generating various learning results is small and also the space cost is small too because it needs only the original learning result and the set of permutations for it. For these reasons, this method is significant for realizing the learning various behaviors for the dynamic environment or multiagent.

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  • Shigeo MATSUBARA, Makoto YKOO
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 881-890
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    We have formalized a finite iterated game with change. The formalization extends a traditional framework, e.g., the prisoner's dilemma, by incorporating an influence on the payoff matrix at some future point by executing an action at the present time. This enables us to explain why a rational agent behaves cooperatively, because profit through cooperative behavior finally exceeds that through noncooperative behavior. This situation is seen in human interactions, where We often behave cooperatively, even though from a myopic view, cooperative behavior may not seem profitable. Next, we propose a new method for selecting an action in such a framework. It overcomes the drawbacks of previous methods, thus yielding cooperative behavior and consuming little time. A simple model is used to investigate when our method is able to select an appropriate action. Finally, we compare previous methods and our method by evaluating some example problems. Through experimental results, we show that our method is both efficient and simple.

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  • Megumi ISHII, Shigeo KANEDA
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 891-900
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    In this paper, we propose a method to learn guidance strategies for data-entry systems. A feature of our method is that guidance strategies are learned by generalizing user's operation logs based on constraints among data items. The proposed method enables a data-entry system to acquire the strategies through its operation stage. As a result, no programming is needed for guidance and the system provides guidance which is adapted to a user.

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  • Ken SATOH
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 901-910
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    In legal reasoning, judging from precedent cases is very important since precedent cases complements incompleteness of legal rules. Therefore, CBR systems such as HYPO have been studied. A main characteristics of such CBR systems in legal reasoning is that similarity between cases are dynamically changed according to contexts. For example, if the system is on the plaintiff side, it will retrieve similar cases which are in favor of the plaintiff side. On the other hand, if the system is on the defendant side, it will retrieve entirely different cases which are in favor of the defendant side based on another similarity measure which is different from the measure used for the sake of the plaintiff. This kind of similarity is naturally implemented in abductive logic programming since we can regard the dynamic similarity as abducible predicates and change these predicates by context. In this paper, we define a relevance criteria for dynamic similarity and show a translation method to abductive logic programming. Moreover, by using abducibles, we show how to construct an explanation why the current case is similar to the cited case.

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  • Hiroshi G. OKUNO, Katashi NAGAO, Yoshiyuki KOSEKI, Hiroshi YASUHARA, K ...
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 911-920
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    JSAI Tenth Anniversary Commemorative CD-ROM, hereafter, the TAC CD-ROM, contains image files of all the technical papers and articles published for the past 10 years. It also contains title, author and keyword indeces and category classification. The files are in Hyper Text Markup Language and WWW viewers are used to browse the TAC CD-ROM. The TAC CD-ROM is not only a stand-alone and portable system, but is open to the Internet. This paper discusses and reports the design and implementation of the TAC CD-ROM.

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  • Yasuhiko WATANABE, Yoshihiro OKADA, Tatsuhiko TSUNODA, Makoto NAGAO
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 921-927
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    It is important to use pattern information (e.g. TV newscasts) and textual information (e.g. newspapers) together. For this purpose, we describe a method for aligning articles in TV newscasts and newspapers. For aligning articles, we use nouns which appear in the articles of TV newscasts and newspapers which correspond with each other. The recall and the precision of the alignment process are 97% and 89%, respectively.

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  • Hiroshi MASUDA, Masayuki NUMAO
    Article type: Technical paper
    1997 Volume 12 Issue 6 Pages 928-935
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    This paper proposes methods and a technique for converting incorrect or ambiguous orthographic projections to solid models. First two methods are proposed for handling incorrect draftings that have redundant lines or missing lines, and the third one is a technique to reduce the number of candidates from ambiguous draftings. The first method is for detecting inconsistent lines, which must not appear in orthographic projections. For generating solid models, the system searches for 2D lines that cause inconsistency, and automatically removes them from the original draftings. Such inconsistent lines can be efficiently detected using nogood environments maintained by an ATMS. The second method is for the recovery of missing lines. If the proper wireframe model cannot be obtained from orthographic projections, it is impossible to search for solid shapes that match the draftings. In such a case, candidate missing lines are added in draftings to satisfy the condition that all 2D lines correspond to at least one edge in a 3D model. Boolean equations are re-calculated based on the modified draftings, and are solved using ATMS. Finally, to reduce the number of candidate solids that are generated from ambiguous orthographic projections, we use a technique to introduce additional constraints of cells. Our experiments show that our methods and technique are efficient enough for practical use. We observe that an ATMS mechanism is adequate to solving these equations, because sufficient constraints are derived by examining relationships among 3D models and projections, and described as Boolean equations.

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  • Hidetaka NAMBO, Haruhiko KIMURA, Masakazu MIURA, Shigeki HIROBAYASHI, ...
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 936-943
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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    Production systems are an established method for encoding knowledge in an expert system. In production systems, it's an important problem how to deal with expensive productions. We had proposed three methods for dealing with expensive productions using the expression method of direct-product instansiation. The evaluations of these methods, however, have reported on only simulations. In this paper, we evaluate three methods we have proposed using knowledge base, and classify a type of expensive productions suited for each expression method of direct-product instansiation.

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  • [in Japanese]
    Article type: Other
    1997 Volume 12 Issue 6 Pages 944
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • [in Japanese], [in Japanese], [in Japanese]
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 945-950
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • [in Japanese]
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 951
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • [in Japanese]
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 952
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Akihiro KASHIHARA
    Article type: Corner article
    1997 Volume 12 Issue 6 Pages 953
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages 954-957
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages 958
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages 959-960
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages 961-966
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages 967-968
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Activity report
    1997 Volume 12 Issue 6 Pages b001-b011
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Cover page
    1997 Volume 12 Issue 6 Pages c006
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Cover page
    1997 Volume 12 Issue 6 Pages c006_2
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Table of contents
    1997 Volume 12 Issue 6 Pages i006
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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  • Article type: Table of contents
    1997 Volume 12 Issue 6 Pages i006_2
    Published: November 01, 1997
    Released on J-STAGE: September 29, 2020
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