Inference of Residual Finite-State Tree Automata from Membership Queries and Finite Positive Data

Author(s):  
Anna Kasprzik
2013 ◽  
Vol 134 ◽  
pp. 11-16 ◽  
Author(s):  
Thomas Hanneforth ◽  
Andreas Maletti ◽  
Daniel Quernheim

2013 ◽  
Vol 24 (06) ◽  
pp. 815-830 ◽  
Author(s):  
ARTUR JEŻ ◽  
ANDREAS MALETTI

Hyper-minimization is a recent automaton compression technique that can reduce the size of an automaton beyond the limits imposed by classical minimization. The additional compression power is enabled by allowing a finite difference in the represented language. The necessary theory for hyper-minimization is developed for (bottom-up) deterministic tree automata. The hyper-minimization problem for deterministic tree automata is reduced to the hyper-minimization problem for deterministic finite-state string automata, for which fast algorithms exist. The fastest algorithm obtained in this way runs in time [Formula: see text], where m is the size of the transition table and n is the number of states of the input tree automaton.


2019 ◽  
Vol 375 (1789) ◽  
pp. 20190050 ◽  
Author(s):  
William J. Idsardi

We consider the Phonological Continuity Hypothesis (PCH) of Fitch (2018) in light of a broader range of formal systems. A consideration of the learning and generalization of simple patterns such as AAB from Marcus (Marcus 2000 Curr. Dir . 9 , 145–147( doi:10.1111/1467-8721.00080 )) shows that finite-state automata defined in the standard way fail to generalize in a compatible fashion. However, pushdown automata with finite-memory limits do show compatible generalization capabilities. The third class of formal systems—tree automata—provide yet another possibility for the processing of words within sentences. We conclude that there are additional possible formal differences between sound patterns and sentence patterns, which will make testing the PCH even more difficult. This article is part of the theme issue ‘What can animal communication teach us about human language?’


2009 ◽  
Vol 20 (02) ◽  
pp. 221-245 ◽  
Author(s):  
TORSTEN STÜBER ◽  
HEIKO VOGLER ◽  
ZOLTÁN FÜLÖP

Weighted multioperator tree automata (for short: wmta) are finite-state bottom-up tree automata in which the transitions are weighted with an operation taken from some multioperator monoid. A wmta recognizes a tree series which is a mapping from the set of trees to some commutative monoid. We prove that every wmta recognizable tree series can be decomposed into a relabeling tree transformation, a recognizable tree language, and a tree series computed by a homomorphism wmta; vice versa, the composition of an arbitrary relabeling tree transformation, a recognizable tree language, and a tree series computed by a homomorphism wmta yields a wmta recognizable tree series. We use this characterization result for specific multioperator monoids and prove (1) a new decomposition of polynomial bottom-up tree series transducers over semirings and (2) a new characterization of tree series which are recognizable by weighted tree automata over semirings, in terms of projections of local tree languages.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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