A study on machine creativity via concept combination and education tools for creativeness
通过概念组合和创造力教育工具研究机器创造力
基本信息
- 批准号:15300269
- 负责人:
- 金额:$ 3.78万
- 依托单位:
- 依托单位国家:日本
- 项目类别:Grant-in-Aid for Scientific Research (B)
- 财政年份:2003
- 资助国家:日本
- 起止时间:2003 至 2004
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
It is said that creativity is originated in human beings. This study aims to realize such creativity on machines.We assume, in this study, that the creativity is a concept occurred from combinations of well-known knowledge. In other words, randomness is a key idea for machine creativity. We apply this idea to our story making system.We have had two types of story making systems. One asks queries to users, and a story is created from human replies. Another uses thesaurus and outputs a plot of a story without human help.With these systems, we have shown a meaning of user's help and how it is powerful for the implementation of machine creativity.For a related study, we have studied a "Shiritori" problem in Japanese. Shiritori is a word game played by more than two players. Then, we have proposed two types of algorithms for Shiritori ; one outputs the longest word chain that has the maximum words, and another outputs the longest word chain that has the maximum characters.In addition, we have proposed an algorithm for making a concept network from relations of words and randomness, a text segmentation method by words connection, a learning algorithm of an evaluate function on a multi-agent environment, and so on.Machine creativity can be realized by an automatic conversation system. We have also proposed a reply selection system, word selection method via decision tree learning and a conversation analyzing system.
有人说,创造力起源于人类。本研究旨在在机器上实现这种创造力。在本研究中,我们假设创造力是由众所周知的知识组合而产生的概念。换句话说,随机性是机器创造力的关键思想。我们将这个想法应用到我们的故事制作系统中。我们有两种类型的故事制作系统。向用户提出问题,然后根据人类的回复创建一个故事。另一种是使用同义词库,在没有人类帮助的情况下输出故事情节。通过这些系统,我们展示了用户帮助的意义以及它对于实现机器创造力的强大作用。在相关研究中,我们研究了日语中的“Shiritori”问题。 Shiritori是一种由两名以上玩家玩的文字游戏。然后,我们为 Shiritori 提出了两种类型的算法;一个输出具有最多单词的最长词链,另一个输出具有最多字符的最长词链。此外,我们还提出了一种根据单词关系和随机性构建概念网络的算法、一种通过单词连接的文本分割方法、一种多智能体环境下评估函数的学习算法等。机器创造力可以通过自动会话系统来实现。我们还提出了回复选择系统、通过决策树学习的单词选择方法和对话分析系统。
项目成果
期刊论文数量(88)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Predicate-ellipsis resolution using decision tree learning
使用决策树学习进行谓词省略解析
- DOI:
- 发表时间:2005
- 期刊:
- 影响因子:0
- 作者:Akiko Kobayashi;Kanako Komiya;Nobuo Inui;Yoshiyuki Kotani
- 通讯作者:Yoshiyuki Kotani
Solving the longest-word chain problem
解决最长词链问题
- DOI:
- 发表时间:2004
- 期刊:
- 影响因子:0
- 作者:N.Inui;Y.Shinano;Y.Kounoike;Y.Kotani
- 通讯作者:Y.Kotani
Action Rule Generation of Agents Using Interaction of Learning and Evolution
利用学习和进化的交互生成代理的动作规则
- DOI:
- 发表时间:2003
- 期刊:
- 影响因子:0
- 作者:Mari Kuroki;Nobuo Inui;Yoshiyuki Kotani
- 通讯作者:Yoshiyuki Kotani
A method to extract dialogue relations in the polylogue
一种多对话中对话关系的提取方法
- DOI:
- 发表时间:2005
- 期刊:
- 影响因子:0
- 作者:Junpei Nakamura;Nobuo Inui;Yoshiyuki Kotani
- 通讯作者:Yoshiyuki Kotani
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KOTANI Yoshiyuki其他文献
KOTANI Yoshiyuki的其他文献
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{{ truncateString('KOTANI Yoshiyuki', 18)}}的其他基金
Lexical Information Acquisition Using Accent Knowedge
利用口音知识获取词汇信息
- 批准号:
07680383 - 财政年份:1995
- 资助金额:
$ 3.78万 - 项目类别:
Grant-in-Aid for Scientific Research (C)
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