Do you want to publish a course? Click here

Towards Functorial Language-Games

104   0   0.0 ( 0 )
 Added by EPTCS
 Publication date 2018
and research's language is English
 Authors Jules Hedges




Ask ChatGPT about the research

In categorical compositional semantics of natural language one studies functors from a category of grammatical derivations (such as a Lambek pregroup) to a semantic category (such as real vector spaces). We compositionally build game-theoretic semantics of sentences by taking the semantic category to be the category whose morphisms are open games. This requires some modifications to the grammar category to compensate for the failure of open games to form a compact closed category. We illustrate the theory using simple examples of Wittgensteins language-games.



rate research

Read More

We present some categorical investigations into Wittgensteins language-games, with applications to game-theoretic pragmatics and question-answering in natural language processing.
We introduce functorial language models: a principled way to compute probability distributions over word sequences given a monoidal functor from grammar to meaning. This yields a method for training categorical compositional distributional (DisCoCat) models on raw text data. We provide a proof-of-concept implementation in DisCoPy, the Python toolbox for monoidal categories.
Deriving formal specifications from informal requirements is difficult since one has to take into account the disparate conceptual worlds of the application domain and of software development. To bridge the conceptual gap we propose controlled natural language as a textual view on formal specifications in logic. The specification language Attempto Controlled English (ACE) is a subset of natural language that can be accurately and efficiently processed by a computer, but is expressive enough to allow natural usage. The Attempto system translates specifications in ACE into discourse representation structures and into Prolog. The resulting knowledge base can be queried in ACE for verification, and it can be executed for simulation, prototyping and validation of the specification.
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much less effort from the receiver than do language games. Artists must work with pre-trained viewers who spend little time learning artist specific representational conventions, but who instead have a pre-trained visual system optimized for behaviour in the world by understanding to varying extents the environments visual affordances. After considering various kinds of drawing game we present some preliminary experiments which have generated images by closing the generative-critical loop.
127 - Samuel Mimram 2010
Game semantics provides an interactive point of view on proofs, which enables one to describe precisely their dynamical behavior during cut elimination, by considering formulas as games on which proofs induce strategies. We are specifically interested here in relating two such semantics of linear logic, of very different flavor, which both take in account concurrent features of the proofs: asynchronous games and concurrent games. Interestingly, we show that associating a concurrent strategy to an asynchronous strategy can be seen as a semantical counterpart of the focusing property of linear logic.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا