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<?xml version="1.0" standalone="yes"?> <Paper uid="C82-2012"> <Title>ADAPTIVE DIALOGUE - THE BASIS FOR PERSONAL COMPUTER SYSTEM</Title> <Section position="1" start_page="0" end_page="0" type="abstr"> <SectionTitle> ADAPTIVE DIALOGUE - THE BASIS FOR PERSONAL COMPUTER SYSTEM </SectionTitle> <Paragraph position="0"> 1. Personal Computer Systems (POS) represent nowadays a signifteaut trend in the professiona~, and amateur use of computers, in particular of mini- and microcomputersdeg We believe that such systems must have the means for: (a) knowledge representation about the problem donm/n, the system itself and the partieular users; (b) man-n~chine interaction, taking benefits of both partners&quot; abilities; (c) access to application-oz-lented programs and data as well as to other computer systemsdeg Our experience with natural language question-anewerPSn8 systems has proved that the share of. QAS users preferr~n6 real RL is rather small. Among the reasons one can point out such features as inadequate heaviness and slowness of NL-proeessors, their unportablltty. These reasons, on one hand, and the apparent success of simple table-driven and production rule systems, on the ether, have led us to the development of Adaptive Dialogue System as a basis for PCS, Our approach is based on the integration of 3 core components allowing an efficient system implementation within the limited micz~computer resources: the Object Base (OB) constitutes a media for storing and manipulation of systems deg , problem-oz~lented and lexical obJects; - the Adaptive Dialogue Monitor (AI~) provides the guidance - 55 for man-computer comnmPSoation through die~ogue processes! - the P-4kachPSne (I~) accomplishes the necessary operations supporting system s own beha~ou~ as well as the access to applied programs and data.</Paragraph> <Paragraph position="1"> process in the system takes place within a cert~ qn~ronment which is characterized by a set of mutu~ly accessible objects and by initial dialogue process. A dialogue process or D-urocess comprises a number of interconnected states and supports particular man-computer activity on achieving some goal. Almost every stat~ of D-process acoomplieh~ a e~mple act of com-mnPScat~ with the user, an~yzJ,ug hie reply, performing associated actions and transiting to another state. Thus an analo~r could be drawn between D-process and ATN, with the important difference that D-process supports oneoin8 dPSe~ogue with the user rather than an~yeis of preentered st~-Lnee There are ) state types: MENU - promptin8 the user to choose among e~ernativee! A3EVAL - accepting the asked Ye~ue from the user! ZVAL - getting computed value from external'program, By means of MENU and ~KVAL D-process iS communicating with the userdegs terminal, IVAL connects it with applied pro8raew. The eotions withPSn the states are expressed as. strings of ~ perfor~tJ~ predication of values, manipulation of different objects, call~Jae/returnPSng to another D-processes, runnL~ extern~ programs etc.</Paragraph> <Paragraph position="2"> Adapti~rity is of prt~aa~ concern in the presented approach since it ~vee the user, on one hand, the ability to subject the system to his particular needs! on the other - to put himself into an active or passive position during some coa~mication process. Adaptivity is provided by strictly followin 8 one principlei any kind of system's acti~Lty pertinent to man-computer oonzm~Lcation must be controlled by definite objects whLch can be created and modified by the neme or other activities.</Paragraph> <Paragraph position="3"> - 56 2. There are 3 basic klnds of objects in the OBs system support~ (S-objects), problem-oriented (PO-obJeote) and le~tcal (L-objects). Each of these kinds is further divided into categories or types.</Paragraph> <Paragraph position="4"> S-ob.teots hold the control over man, computer interaction and the ~ocess to applied progrems and dBta. They describe az~rth~ng residing or happezLing in the system and therefore ~re called &quot;descriptors&quot;. The following descriptors are of the PO-ob.tects describe concepts, properties, relations and values allowing to build problem-oriented models. PO-obJects are difterentiated by their categories (typ~s): C - classes of physical objects: &quot;country&quot;, &quot;person&quot; R- se~ti@ relations: &quot;negotiation&quot;, ',disarmament&quot; V - structured value descriptors: &quot;date&quot;, &quot;NATO&quot; T- terminal value descriptors: &quot;ATOM&quot;, &quot;STRING&quot;, &quot;INTEGER&quot; The problem domain model could be ~xpressed in a fore of conceptual semantic network /2/ with the nodes represented by C, R, V and T-objects and the arcs labeled by P, CP and RP-objectsdeg Representation of actual world fragments would then have a form of terminal semantic network with CI, RI, VI and TI-objects being the nodes, connected by P, CP and RP-arcs. L-obteots or &quot;lexems&quot; provide access to all other objects in the 0B using the words and phrases of problem-oriented natural language (I~OL). Each lexeme has external representation (. the name of L-object) derived from the input word form by simple morphological transformationdeg Each L-object has special properties which serve for two purposes&quot; (1) pointing to other objects - denotations of the given lexeme and (2) carrying ~ammatical marks for efficient POL analysis.</Paragraph> <Paragraph position="5"> D-process which, first, makes acquaintance with particule~ user and, second, prompts him with the main menu to choose anon8 several basic activities! (A) filling the 0B with the new objects or modifying the old ones ! (B) entering particular problem-solvlng task! (C) getting information on system components and processes. In (A) one might concentrate on creating the new dialo~e schemata which is done by building new DP and DS-obJects. This special kind of activity results in a new communication lansuage (sublauguage) which might be immediately tested and used for practical needs. Another kind of (A) is connected with the creation of P0 and L-objects. The user can do it two different w~s8 - by entering pattern-controlled expressions which define particular object categories| - by calling special D-pro0esses responsible for buildin 8 appropz~lat * objects.</Paragraph> <Paragraph position="6"> Although from the user's standpoint these alternatives differ in the share of man-machine aoti~-lties, both of them are based on the same rules having the general forms <pattern> \[= ~condition>~ ~ actions ~pattern~ defines the combination of object categories accepted from the user, no matter if they come sequentially (one object per D-state) or simultaneously - as one line of text. Optional Zcondition~ allows checking particula~ properties of the accepted ob~ectso The ~ actions~ emend the old objects or create the new ones. A simple rule might</Paragraph> <Paragraph position="8"> Such a rule can handle the expression: &quot;president of country is a politician&quot; which might be entered in one sentence or - 59 spread over several ASKVALI. The result would be crention of new CP-ob~eot &quot;president&quot; and modifyi~ the C-object &quot;country&quot;. In (B) the change of initiative can be softly controlled by the user in the sense that he should not apply special knowledge or feel any barriers when moving from one node of interaction to another. In any mode, however, & result of ADM operation is reflected in F-expression /2/ which carries the semantic meaning of the input sentence.</Paragraph> <Paragraph position="9"> Thus, for example, a phrase &quot;Defense ministers of NAT0 met in the capital of France on October 18th&quot; could be transformed into the following F-expressions (Meetings participants (politician (s): post defense-minister from (country (s) = ELOF ~ATO)) place (capital = 0F Francs) time (date = M October D 18) Such an expression is directed to 1~ where it is interpreted with the result of creating/pointing at some nodes in the terminal semantic network thus representing the meaning of the entered textdeg</Paragraph> </Section> class="xml-element"></Paper>